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THE 




AMERICAN HOYLE; 

OH 


GENTLEMAN'S HAND-BOOK OF GAMES: 

»' 

CONTAINING 

ALL THE GAMES PLAYED IN THE UNITED STATES, 


■\vrni 


RULES, DESCRIPTIONS, AND TECHNICALITIES, ADAPTED TO THE 
AMERICAN METHODS OP PLAYING. 


- 


BY “TRUMPS.” 


A 


/ 


Illustrated tnitlj numerous giagrams and GEugrafrmgs. 


(\ ? 


TO WHICH IS APPENDED 


AN ELABORATE TREATISE ON THE DOCTRINE OP CHANCES. 


FIFTH EDITION. 


/>A 


Y OF C gy> 

7 o r« c ? \w. 

O v ? O S-i 

AAA- 


OAREPULLY REVISED WITH NUMEROUS CORRECTIONS AND ADDITIONS 


f < NEW YORK: 

PICK & FITZGERALD, PUBLISHERS. 


G-VI2^$ 

,J? 52 - 


Entered according to Act of Congress, in the year IS64, hy 
DICK k F11 ZGERALD, 

In tne Clerk’s Office of tne District Court of the United States for the Southern District of New Ycr* 


\fCREA AND MILLER, STEREOTY! A fc«i3. 


4LY0RD, PRINTER 



PUBLISHERS’ PREFACE. 


The fact that no complete work on the popular games of this 
country has ever been published, together with the constantly in¬ 
creasing demand for such a work, induced the publication of tho 
present volume. In it will be found all the Games common or fash¬ 
ionable with the American people, besides some which, though 
popular in particular localities, have not yet achieved a national 
reputation. 

Hitherto our market has been supplied exclusively with reprints 
of Seymour, Hoyle, Bohn, and other English works, which do not 
at the present time meet the requirements of the American public, 
being in a great measure treatises upon Games either obsolete here, 
or adapted to the European rather than the American methods of 
playing. We need scarcely say, that many of our most popular 
Games are peculiarly American, while those of foreign origin have 
become so changed by American modifications, as to make the Euro¬ 
pean rules and descriptions quite as likely to mislead as to instruct. 

The task of collecting materials for the present work was confided 
to a gentleman of literary ability, having a thorough knowledge of 
Games, and possessing considerable reputation as a successful ama¬ 
teur player. Having a large circle of skilful amateur and profes¬ 
sional friends, the editor availed himself of their valuable counsel 
upon all doubtful points ; and it has been his aim to simplify all the 
descriptions, technicalities, rules, and illustrations, and adapt them 
to the American style of playing. 

The French game of Besique, which has recently become so 
popular in this country, is given with the several variations in vogue 
with our players. 

The article on Euchre is from the pen of an accomplished player, 
and a prominent member of one of our best clubs. The extended 



4 


publishers’ preface. 


space given to this favorite American game is deemed essential to 
the settlement of many disputed points which have from time to 
time arisen. 

The treatise on the various games of Billiards and Pool was 
compiled by permission of Mr. Michael Phelan, a gentleman whose 
pre-eminence in the Billiard world is universally acknowledged, 
and whose books are law wherever the American game is played. 

Boston, Division Loo, Yingt-un, All-Fours, Pitch, Sixty- 
Six, Forty-Five, Keno, Props, Monte, Dominoes, American 
Roulette, Russian Backgammon, the different varieties of 
Poker, etc., are by the editor and other distinguished professional 
and amateur players. 

The game of Faro has been prepared with great care, and is 
now for the first time correctly published in any book of Games. 
The Faro of Hoyle, as presented in the English editions, and in all 
American reprints, is a game long since obsolete, and will scarcely 
be recognized as the Faro of to-day. The same may be said of 
many of the games mentioned above. 

Whist, Ecarte, Cribbage, Piquet, Quadrille, Lansquenet, 
Reversis, French Roulette, Rouge et Nora, The Doctrine 
of Chances, and many of the minor card games, have been com 
piled chiefly from Bohn’s Hand-Book of Games, The Modernized 
Hoyle, Matthews, and other of the best authorities. 

Chess, Draughts, and Backgammon are all condensed from 
elaborate treatises by the most celebrated authorities. To injure 
the utmost attainable accuracy, all the games and problems have been 
carefully played upon the board since the present work was stereo¬ 
typed, and numerous typographical errors which occurred in the 
original text of the works quoted have been corrected. 

It has been the intention of the publishers of this work to make 
it the standard authority for all American Games. With this view, 
they have neglected no available research to render it as perfect 
and complete as possible, and think they may safely commend it to 
the American people as a reliable and trustworthy arbiter of all 
questions arising within its scope. 


PREFACE TO THE FIFTH EDITION. 


A book claiming the position of arbiter on all points involved 
in the playing of games of chance and games of shill, must 
necessarily be revised and amplified from time to time, in order 
to keep pace with the changes in the rules governing these recre¬ 
ations, and to present the additions made by native and foreign 
ingenuity to their number. 

The design of the publishers of this work is, to render it a 
Standard Authority on all games played in this country. It 
has been so considered hitherto, and each of the four editions 
already issued has enhanced its reputation as a work au courant 
with the age, and as a comprehensive and trustworthy book of 
reference. 

A fifth edition is now imperatively required. New games 
have been invented, and material alterations have been made in 
several of the old ones. All these novelties and changes are 
faithfully reflected in the present edition. Great care has been 
exercised in the labor of revision, and it is believed that every 
inaccuracy which had crept into former issues has been corrected, 
and every phrase of doubtful import made clear. The best players 
at the New York Clubs have recently adopted certain rules in 
several games, which vary somewhat from the original laws, and 
•these improvements or innovations—whichever they may be— are 
given in full in the present work. 

Among the many important alterations introduced in the present 
edition of this work, attention is called to the following more prom¬ 
inent improvements on former editions. 

Instead of the Laws of Whist which have heretofore appeared, 
are substituted those now adopted by the leading London clubs, 
prepared in 1867, by a committee of the best players, of which 
Hon. James Clay, M. P., was chairman. 



vi 


PREFACE. 


The games of Draw and Straight Poker, and All-Fours, as well 
as the Daws of Euchre and Cassino have been entirely re-written. 

The Laws of the American Four-Ball Game, and of the Three- 
Ball Game of Billiards, together with the Games of Fifteen Ball, 
and Pin Pool, as recently revised by Mr. Michael Phelan, the 
great Billiard authority, have been copied from the ninth edition 
of “The Game of Billiards,” by the kind permission of Messrs. 
Phelan & Collender. 

There are also very numerous minor additions and corrections, 
combining to meet all the modifications of the games up to the 
present time. 

The article headed “Decisions on Disputed Points,” which 
appeared in former editions, has been omitted in this, as the same 
matter is embraced in the several emendations already enumerated. 

The publishers, in introducing the various modifications of 
standard games which occur in the following pages, must not be 
understood as indorsing them as legitimate; but as they exist and 
are extensively played in different parts of the country, it is 
proper that the rules which, by the common consent of the 
players, have been adopted for their government, should be 
placed on record. Disputes arise in illegitimate as well in other 
pastimes, and unless the oral laws which control such pastimes 
are put in print, how can the “vexed questions” be intelligently 
decided ? It will be found, however, that the line is distinctly 
drawn between the standard games and their modifications, and 
that all new rules which clash with the law paramount prescribed 
by usage are designated as innovations. 

It has been urged by a very high authority—a gentleman famil¬ 
iar with all American games, and who has been chosen umpire 
in many disputes relating thereto on account of his great experi¬ 
ence in such matters—that in every species of card game the deal 
should be given, as in whist, to the player cutting the lowest card, 
the ace in all cases being considered the zero of the pack. There 
can be little doubt that the adoption of this comprehensive 
suggestion, in the form of a universal rule, would be wise and 
judicious; but inasmuch as it has not yet been authoritatively 
adopted, it is not deemed advisable to lay it down as an axiom in 
the present volume. The publishers have nothing to do with the 


PREFACE. 


vii 

making of law; their duty to the public being simply to record 
the law, as sanctioned by general custom. 

The scope and purpose of the work, as briefly explained in the 
foregoing remarks, will, it is believed, be approved by the whole 
public. It is intended alike for the proficient and the beginner— 
the expert, who has all games at his fingers’ ends, and the tyro, 
whose fingers’ ends are comparatively unfamiliar with any of 
them. Games, even when played solely for amusement, and to 
while away a few leisure hours (and this is their true and most 
wholesome use), should always be played correctly. Altercations, 
however, not unfrequently mar the pleasure of such encounters, 
and points of “ card law ” are often argued with as much acrimony 
in cases where not a penny is at stake as if thousands depended 
on the issue. Sometimes the contestants appeal to the weekly 
press, and agree to be governed by the dictum of the “ Corre¬ 
spondents’ ” column. It is no disparagement to the newspapers 
(for editors cannot be expected to know every thing) to say that 
their dictum is frequently wrong, and thus is present error exalted 
and made a precedent for the sanctioning of error in futuro. It 
is manifest, therefore, that a reliable authority, competent to 
decide every vexata qucestio of the kind that may arise, is a social 
necessity. The present work claims to be such an authority. 

Nor is it merely in its reliability as a book of reference that the 
value of the work consists. By studying and following its rules 
and suggestions, the tyro of to-day may within a reasonable length 
of time, and with a fair amount of practice, become a formidable 
antagonist at any of the games included in its repertoire. 


New Yobk, April, 1868. 




























































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CONTENTS 


“Whist. 

Long Whist. 

Short Whist. 

Dumby, or Three-Handed Whist . 
Two-Handed Whist .... 

Euchre. 

Set Back Euchre. 

Cribbage . . 

Five-Card Cribbage .... 

Six-Card Cribbage. 

Three-Handed Cribbage . * 

Four-Handed Cribbage 

Ecarte . 

Piquet . 

Bezique. 

Bezique without a trump 

B6zique Panache. 

Bezique Limited to a fixed Point 

Bezique, Three-Handed 

B6zique, Four-Handed .... 

All-Fours. 

Four-Handed Game .... 
Pitch, or Blind All-Fours . 

Commercial Pitch, or Auction All-Fours 

Loo. 

Three-Card, or Division Loo . 

Full Loo. 

Five-Card Loo, or Pam-Loo . 

Brag. 

Poker, or Bluff. 

Straight Poker. 

Draw Poker. 

Whiskey Poker. 

Stud Poker. 

Boston. 

Reversis, as Played with Two Quinolas 

Lansquenet . 

Faro and Faro Banks. 

Vingt-un. 

Blind Hookey ...... 

Quince. 

Tiiirty-One. 

CA8SINO. 

Catch the Ten . . . - . 

Five and Ten, or Spoilt Five 

Forty-Five. 

Commit. 

Put. 

Speculation. 


page 

7 

. 8 

64 

. 66 
56 
. 57 

81 
. 85 

86 

. 101 
104 
. 105 
112 
. 123 
137 
. 144 

144 
. 144 

145 
. 145 

146 
. 149 

150 
. 150 

152 
. 152 

153 
. 154 

169 
. 172 
172 
. 174 
1S2 
. 182 
183 
. 191 
201 
. 202 
212 
. 474 
474 
. 475 
216 
. 220 
224 
. 226 
229 
. 229 
281 

















































6 


CONTENTS 


PAG* 

Matrimony...232 

Connections.233 

Pope Joan.233 

Commerce.. 235 

Lottery.23 

Sift Smoke.237 

Snip-Snap-Snorem. . 237 

Keno.. 238 

Chess..239 

Draughts.. 315 

Polish Draughts.. 361 

Losing Game.369 

Backgammon.•.370 

Russian Backgammon.392 

Dominoes.394 

Block Game.394 

Draw Game.395 

Muggins.395 

Bergen Game.396 

Bounce.397 

Billiards...398 

American, or Four-Ball Game.420 

Fifteen-Ball Pool.426 

Pin Pool.428 

French Game : the Three-Ball Carom Game.431 

Bagatelle.435 

La Bagatelle.436 

The French Game.436 

Sans Egal.437 

Mississippi.* 437 

Trou Madame...437 

Carom Game.43S 

The Irish Game.438 

Russian Bagatelle, or Cockamaroo Table.438 

Rouge et Noir . .440 

French Roulette.450 

American Roulette.454 

E. 0.455 

Monte.456 

French Wiiist.457 

Spots...457 

Sixty-Six..458 

Quadrille.461 

French Fours.476 

All-Fives ..476 

Help Your Neighbor.477 

American Blind Hookey.478 

Bounce, Cards.478 

Props.4S0 

Sweat, or Ciiucker Luck., 480 

Thirteen and the Odd.4S1 

Obsolete Card Games.4S1 

Tiie Doctrine of Chances.486 

Decisions on Disputed Points.504 






















































THE AMERICAN HOYLE 


WHIST. 

Of all card games, Whist is perhaps the most interesting; and 
certainly, if such a term can be used in regard to any thing in 
which mere chance is an element, the most scientific. As to its 
absolute origin, it is not necessary for us to inquire whether the 
game be a simple improvement on the “ Ruff and Honors” 
spoken of by Seymour, or the “ Slam,” “Whisk,” or “ Swabbers” 
with which our forefathers beguiled their evenings in the pre¬ 
entertainment ages, which, from the absence of gas, may well be 
considered dark. Nor is it of much consequence to us whether 
this particular game of cards was familiar to the Greeks, Romans, 
Franks, Saxons, or Danes, or whether it was known in England in 
the days of good Queen Bess. Sufficient for our purpose that it is 
a good game, and that it has vastly improved since the days when 
Swift and Congreve played rubbers, and when the game enjoyed 
the honor of being mentioned in the polished lines of Pope and 
Thomson. “Whist,” says Captain Crawley, “is the king of all 
card games. Unlike most others, it presents great scope for the 
exercise of judgment, memory, skill, and good temper. In variety 
it yields to none, and in scientific calculation it is superior to any. 
It is not a game determinable by chance alone, for a single error or 
miscalculation is sufficient to overthrow the apparently most certain 
triumph. It is an amazing trier of patience, and only he (or she) 
who can absolutely conquer its difficulties can hope to become a 
good player. It is necessary to have a ‘ calculating head’ in order to 
excel, for reflection and memory are the two great qualities at 



wniST. 


Whist. Four good players know, almost to a certainty, where 
every card is placed after the first or second round ; and two ama¬ 
teurs against two players stand very little more chance than they 
would if their cards were laid face upwards on the table.” Whist 
is to be played in silence, for it is not a conversation game. And 
d propos of the name, here is an anecdote which, whether it be true 
or not, is worthy of preservation :—The Lords of the three Kingdoms 
(France, Spain, and Germany), after declaiming all day on affairs 
of State, found it necessary to rest their tongues at night; so they 
invented a mute game, and called it Whist! 

Among the chief writers on Whist since Hoyle, we may mention 
the names of Deschappelles, Major A. (whose Short Whist is a 
standard authority), Eidrah Trebor (Robert Hardie spelled back¬ 
wards), J. W. Carleton (the editor of Bohn’s Hand-book of (James), 
Mr. Watson, Coelebs, and Captain Crawley. The gentleman who 
writes under this nom de plume has produced the latest, and perhaps 
the best work on the game, and to him we are indebted for many valu¬ 
able hints and maxims. 

It must be understood that Hoyle, in all his treatises, presumed 
that his readers possessed a certain preliminary knowledge of the 
several games, and that, therefore, a mere reproduction of his 
Whist would be but of small value to amateurs. In the following 
pages, we assume that our readers have no such previous knowledge, 
and we therefore begin at the beginning. 


THE GAME. 

Long Whist is played by four persons, with a complete pack of 
cards, fifty-two in number. The four players divide themselves 
into two parties, each player sitting opposite his partner. This 
division is usually accomplished by what is called cutting the cards, 
the two highest and the two lowest being partners ; or the partner¬ 
ship may be settled by each player drawing a card from the pack 
spread out on the table, or in any other way that may be decided 
on. The holder of the lowest card is the dealer. But previous to 
their being dealt, the cards are “ made”—that is, shuffled—by the 
elder hand, and “ cut” by the younger hand. The undermost card 
in the pack, after it has been shuffled and cut, is the “trump.” 
These and other terms used in the game we shall presently explain. 


TIIE GAME. 


9 


The whole pack is now dealt out, card by card, the dealer begin¬ 
ning with the player on his left, the elder hand. The last card—the 
trump—is then turned face upwards on the table, where it remains till 
the first trick is won, and turned. The deal completed, each player 
takes up his allotted thirteen, and arranges them in his hand accord¬ 
ing to the several suits—the Hearts, Clubs, Spades, and Diamonds 
by themselves, in their regular order. The elder hand now leads or 
plays a card. His left-hand adversary follows, then his partner, and 
last of all his right-hand adversary. Each player must “ follow 
suit,” if he can, and the highest card of the suit led wins the 
“trick or if either player cannot follow suit, he either passes the 
suit—that is, plays some card of another suit—or trumps; that is, 
plays a card of the same suit or denomination as the turned-up 
card. Thus, we will suppose the first player leads a Nine of 
Spades, the second follows with a Ten, the third, who perhaps holds 
two high cards, plays a Queen, and the last a Two or Three. The 
trick would then belong to the third player, who won it with his 
Queen. The winner of the trick then leads off a card, and the 
others follow as before, and so on till the thirteen tricks are played. 
A second deal then takes place, as before, and so the game proceeds 
till one or the other side has obtained ten tricks, which is game. 

The order and value of the Cards in Whist is as follows :—Ace is 
highest in play and lowest in cutting. Then follow King, Queen, 
Knave, Ten, Nine, Eight, Seven, Six, Five, Four, Three, Two, the 
lowest. 

But there are other ways of scoring points besides tricks. The 
four court cards of the trump suit are called honors ; and the hold¬ 
ers of four, score four towards the game ; the holders of three, score 
two ; but if each player or each set of partners hold two, then honors 
are said to be divided , and no points are added to the game on 
either side. Thus, A. and C. (partners) have between them the 
Ace, Knave, and Queen. At the end of the deal or round, they say 
and score two by honors ; or, B. and D. hold Ace and King only, 
while A. and C. have Queen and Knave in their hands; then the 
honors are divided. 

All tricks above six score to the game. All honors above two 
score in the way explained— two points for three honors, four points 
for four honors. 

There being thirteen tricks which must be made in each round or 
deal, it follows that seven points may be gained, which, with the 
1 * 


10 


WHIST. 


four honors, would finish the game in a single deal. This strolto 
of good fortune is, however, seldom attained. It is much more 
likely that four or five deals be made before the game is won. As 
already explained, ten points is game in Long Whist. 

In Short Whist, which is the ordinary game cut in half, five 
points win. But if either side get up to nine points, then the hold 
ing of honors is of no advantage. In the language of the Whist- 
table, at nine points honors do not count. But at eight points, the 
player who holds two honors in his hand has what is called the 
privilege of the call. That is, he may ask his partner if he has an 
honor—“Can you one?” or “Have you an honor?” If the 
partner asked does hold the requisite Court card, the honors may be 
shown, the points scored, and the game ended. But the inquiry 
must not be made by the player holding the two honors till it is 
his turn to play , nor must the holder of a single honor inquire of 
his partner if he has two. 

Nor does the holding of four honors entitle the partners to show 
them at any stage of the game except at eight points. To put the 
matter epigrammatically, at six or seven points, tricks count before 
honors ; at eight points , honors count before tricks. 

At nine points honors do not count. It must be understood, how¬ 
ever, that in order to count honors at eight points , they must be 
shown before the first trick is turned , or they cannot be claimed till 
the round is completed. Thus it might happen that the partners at 
eight points, holding the honors between them, and neglecting to 
show them, would be beaten, even though the other side wanted 
three or four tricks for the game. 

A Single Game is won by the side which first obtains the ten 
points by a majority of one, two, three, or four points. 

A Double Game is made when one side obtains ten points before 
the other has scored five. 

A Lurch or Triplet is won by the obtainment of ten points to 
nothing on the other side. 

A Rubber is two games won out of three. 

The Points of a Rubber are reckoned thus wise :—For the single 
game, one point; for the double, two points; and for the rub, two 
points. Thus it is possible to obtain six points in one rubber— 
namely, two doubles and the rub. 

The above explanations refer, of course, to games that are played 
for money stakes, but the more usual plan now a-days is to play 


TECHNICAL TEEMS. 


ii 


Whist for a small stake on each game, without regard to what are 
called the points of the game. 

A Lurch or Triplet is in some companies reckoned for three 
points. Generally, however, a lurch is only counted as a double 
game where triplets are counted; it is possible, therefore, for the 
winners to obtain eight points. 

A Slam is when the whole thirteen tricks are won in a single 
hand. It is ordinarily reckoned equal to a full rubber of six points. 
All these matters are, of course, subject to the practice of, or pre¬ 
vious agreement among, the players. If nothing be stated at the 
commencement of the play, then it would be understood that the 
stakes played for were determined by each single game. 

The game is usually marked on the table by coins or counters, or 
by the holes in a Cribbage-board. Many pretty little contrivances 
have been invented as Whist-markers ; but if coins be used, the fol¬ 
lowing is the simplest way of arranging them in order to denote 
the score: 


12 3 


4 5 6 7 


O OO OOO 


O O O O OOO 

O O O OOO O 


8 

O O 
O O 


9 

O 

O 

O 


Or thus—a plan in which the unit above stands for three , or below 
for five: 


4 

OOOO 


5 6 7 

O O o o 

O O OOO o 


8 

OOO 

O 


9 9 

O 

OOOO or o 

O o 


But we have not yet quite got over the alphabet of the game. 
It is absolutely necessary that the tyro should make himself fully 
acquainted with the following— 


TECHNICAL TEEMS USED IN WHIST. 


Ace .—Highest in play, lowest in cutting. 

Blue Peter. —A signal for trumps, allowable in modern play. This 
term is used when a high, card is unnecessarily played in place of 


12 


WHIST. 


one of lower denomination, as a ten for a seven, a five for a 
deuce, &c. 

Bumper. —Two games won in succession before adversaries have 
won one ; that is, a rubber of full points—Five at Long Whist, 
Eight at Short. 

Cut. —Lifting the cards when the uppermost portion (not fewer than 
three) is placed below the rest. The pack is then ready for the 
dealer. 

Cutting-in. —Deciding the deal by each player taking up not fewer 
than three cards, and the two highest and two lowest become 
partners. In case of ties, the cards must be cut again. 

Cutting-out. —In case of other person or persons wishing to play, 
the cut is adopted as before, when the highest (or lowest, as may 
be agreed on) stands out of the game, and does not play. 

Call , the. —The privilege of the player at eight points asking his 
partner if he holds an honor—“Have you one?” The part¬ 
ners having eight points are said to have the call. When each 
side stands at eight, the first player has the privilege. As 
explained in a previous page, no player can call till it is his 
turn to play. 

Deal. —The proper distribution of the cards, from left to right, face 
downwards. 

Deal , miss. —A misdeal is made by giving a card too many or too 
few to either player; in which case the deal passes to the next 
hand. ( See Laws.) 

Deal , fresh. —A fresh or new deal, rendered necessary by any vio¬ 
lation of the laws, or by any accident to the cards or players. 

Double .—Ten points scored at Long Whist before adversaries have 
obtained five ; or in Short Whist, five before three. 

Elder-hand. —The player to the left of the dealer. 

Faced Card. —A card improperly shoAvn in process of dealing. 
It is in the power of adversaries in such cases to demand a new 
deal. 

Finessing. —A term used when a player endeavors to conceal his 
strength, as when, having the best and third best (as Ace and 
Queen), he plays the latter, and risks his adversary holding the 
second best (the King). If he succeed in winning with his 
Queen, he gains a clear trick, because if his adversary throws 
away on the Queen, the Ace is certain of making a trick. The 
term finessing may be literally explained by saying a player 


TECHNICAL TEEMS. 


13 


chances an inferior card to win a trick with while he holds the 
King card in his hand. 

Forcing. —This term is employed when the player obliges his ad¬ 
versary or partner to play his trump or pass the trick. As, for 
instance, when the player holds the last two cards in a suit, and 
plays one of them. 

Hand. —The thirteen cards dealt to each player. 

Honors. —Ace, King, Queen, and Knave of trumps, reckoned in the 
order here given. 

Jack. —The Knave of any suit. 

King Card. —The highest unplayed card in any suit; the leading 
or winning card. 

Lead, the. —The first player’s card, or the card next played by the 
winner of the last trick. 

Long Trumps. —The last trump card in hand, one or more, when 
the rest are all played. It is important to retain a trump in an 
otherwise weak hand. 

Loose Card. —A card of no value, which may be thrown away on 
any trick won by your partner or adversary. 

Longs. —Long Whist, as opposed to short. 

Lurch. —The players who make the double point are said to have 
lurched their adversaries. 

Love. —No points to score. Nothing. 

Marking the Game. —Making the score apparent, with coins, &c.. 
as before explained. 

No Game. —A game at which the players make no score. 

Opposition. —Side against side. 

Points. —The score obtained by tricks and honors. The wagering 
or winning periods of the game. 

Quarte. —Four cards in sequence. 

Quarte Major. —A sequence of Ace, King, Queen, and Knave. 

Quint. —Five successive cards in a suit; a sequence of five, as 
King, Queen, Knave, Ten and Nine. 

Renounce. —Possessing no card of the suit led, and playing another 
which is not a trump. 

Revoke.— Playing a card different from the suit led, though the 
player can follow suit. The penalty for the error, whether made 
purposely or by accident, is the forfeiture of three tricks. (See 
Laws.) 

Rubber. —The best two of three games. 


II 


WHIST. 


Ruffing. —Another term for trumping a suit other than trumps. 
Sequence. —Cards following in their natural order, as Ace, King, 
Queen ; Two, Three, Four, &c. There may, therefore, be a 
sequence of Four, Five, Six, and so on. 

Single. —Scoring, at long whist, ten tricks before your adversaries 
have scored five. 

See-saw. —When each partner trumps a suit. For instance, A. 
holds no Diamonds, and B. no Hearts. When A. plays Hearts, 
B. trumps and returns a Diamond, which A. trumps and returns 
a Heart, and so on. 

Score. —The points gained in a game or rubber. 

Slam. —Winning every trick in a round. 

Shorts. —Short whist as opposed to long. 

Tenace. —Holding the best and third best of any suit led when 
last player. Holding tenace ; as King and Ten of Clubs. When 
your adversary leads that suit, you win two tricks perforce. 
[Tenace minor means the second and fourth best of any suit.] 
Treble. —Scoring five (at Short Whist) before your adversaries 
have marked one. 

Terce. —A sequence of three cards in any suit. 

Terce Major. —Ace, King, and Queen of any suit held in one 
hand. 

Tricks. —The four cards played, including the lead. 

Trump. —The last card in the deal; the turn-up. 

Trumps. —Cards of the same suit as the turn-up. 

Ties. —Cards of like denomination, as two Kings, Queens, &c. 

Cards of the same number of pips. 

Trumping Suit. —Playing a trump to any other suit led. 

Underplay. —Playing to mislead your adversaries; as by leading a 
small card though you hold the King card of the suit. 

Younger Hand. —The player to the right of the dealer. 

The following are given in most of the treatises on Whist as 
standing rules for young players. They are of course liable to 
variation according to the exigencies of the game, as will be seen 
on perusal of the succeeding pages. Mr. Carleton quotes them 
without alteration from Watson, who probably got them from some 
one else. They are known as 

BOB SHORT’S RULES 


bop short’s rules. 


15 


BOB SHORT’S RULES. 

FOR FIRST HAND OR LEAD. 

1. Lead from your strong suit, and be cautious how you change 
suits ; and keep a commanding card to bring it in again. 

2. Lead through the strong suit and up to the weak, but not in 
trumps, unless very strong in them. 

3. Lead the highest of a sequence ; but if you have a quart or 
quint to a King, lead the lowest. 

4. Lead through an honor, particularly if the game be much 
against you. 

5. Lead your best trump, if the adversaries be eight, and you 
have no honor; but not if you have four trumps, unless you have a 
sequence. 

6. Lead a trump if you have four or five, or a strong hand ; but 
not if weak. 

7. Having Ace, King, and two or three small cards, lead Ace and 
King, if weak in trumps, but a small one if strong in them. 

8. If you have the last trump, with some winning cards, and one 
losing card only,, lead the losing card. 

9. Return your partner’s lead, not the adversaries’; and if yon 
have only three originally, play the best; but you need not return 
it immediately, when you win with the King, Queen, or Knave, 
and have only small ones, or when you hold a good sequence, have 
a strong suit, or have five trumps. 

10. Do not lead from Ace Queen, or Ace Knave. 

11. Do not lead an Ace, unless you have a King. 

12. Do not lead a thirteenth card, unless trumps be out. 

13. Do not trump a thirteenth card, unless you be last player, or 
want the lead. 

14. Keep a small card to return your partner’s lead. 

15. Be cautious in trumping a card when strong in trumps, par¬ 
ticularly if you have a strong suit. 

16. Having only a few small trumps, make them when you can. 

17. If your partner refuses to trump a suit, of which he knows 
you have not the best, lead your best trump. 

18. When you hold all the remaining trumps play one, and then 
try to put the lead in your partner’s hand. 


16 


WHIST. 


19. Remember bow many of each suit are out, and what is the 
best card left in each hand. 

20. Never force your partner if you are weak in trumps, unless 
you have a renounce, or want the odd trick. 

21. When playing for the odd trick, be cautious of trumping out, 
especially if your partner be likely to trump a suit; make all the 
tricks you can early, and avoid finessing. 

22. If you take a trick, and have a sequence, win with tho 
lowest. 


FOR SECOND HAND. 

23. With King, Queen, and small cards, play a small one, when 
not strong in trumps. But if weak, play the King. With Ace, 
King, Queen, or Knave, only, and a small card, play the small 
one. 


FOR THIRD HAND. 

24. With Ace and Queen, play her majesty, and if she wins, re¬ 
turn the Ace. In all other cases the third hand should play his 
best card when his partner has led a low one. It is a safe rule for 
third hand to play his highest. 

FOR ALL THE PLATERS. 

25. Fail not, when in your power, to make the odd trick. 

26. Attend to the game, and play accordingly. 

27. Hold the turn-up card as long as possible, and so keep your 
adversaries from a knowledge of your strength. 

28. Retain a high trump as long as you can. 

29. When in doubt win the trick. 

30. Play the game fairly and keep your temper. 

THE LAWS OF WHIST. 

Now, it must never be forgotten that in no important particular 
has the game of Whist been altered since the days of Hoyle. What 
modern editors have done, has been to render plain the instructions 
of that excellent authority, and to give in few words what he gave 
in many. 

Well, then, having got so far—having conquered the alphabet of 


LAWS AND REGULATIONS. 


17 


"Whist—we come now to consider the laws by which, in all com¬ 
panies, the game is governed. We shall endeavor to make very plain 
and easy what is necessary to be remembered by all players, giving 
the rules pure et simple, and adding such explanatory remarks as 
may seem needful in separate paragraphs within brackets. 

THE LAWS OF WHIST. 

THE RUBBER. 

1. The rubber is the best of three games. If the first two games 
be won by the same players, the third game is not played. 

SCORING. 

2. A game consists of ten points. Each trick, above six, counts 
one point. 

3. Honors, i. e., Ace, King, Queen, and Knave of trumps, are 
thus reckoned: 

If a player and his partner, either separately or conjointly, 
hold— 

I. The four honors, they score four points. 

II. Any three honors, they score two points. 

III. Only two honors, they do not score. 

4. Those players who, at the commencement of a deal, are at the 
score of nine, cannot score honors. 

5. The penalty for a revoke takes precedence of all other scores. 
Tricks score next. Honors last. 

6. Honors, unless claimed before the trump card of the following 
deal is turned up, cannot be scored. 

7. To score honors is not sufficient; they must be called at the 
end of the hand: if so called, they may be scored at any time 
during the game. 

8. If an erroneous score be proved, such mistake can be corrected 
prior to the conclusion of the game in which it occurred, and such 
game is not concluded until the trump card of the following deal 
has been turned up. 

9. If an erroneous score, affecting the amount of the rubber, be 
proved, such mistake can be rectified at any time during the 
rubber. 


18 


WHIST. 


CUTTING. 

10. The ace is the lowest card. 

11. In all cases, every one must cut from the same pack. 

12. Should a player expose more than one card, he must cut 
again. 

13. If there are more than four candidates, the players are se¬ 
lected by cutting; those first in the room having the preference. 
The four who cut the lowest cards play first, and again cut to de¬ 
cide on partners; the two lowest play against the two highest; 
the lowest is the dealer, who has choice of cards and seats, and 
having once made his selection, must abide by it. 

14. When there are more than six candidates, those who cut the 
two next lowest cards belong to the table, which is complete with 
six players; on the retirement of one of those six players, the can¬ 
didate who cut the next lowest card has a prior right to any after¬ 
comer to enter the table. 

15. Two players cutting cards of equal value, unless such cards 
are the two highest, cut again ; should they be the two lowest, a 
fresh cut is necessary to decide which of those two deals. 

16. Three players, cutting cards of equal value, cut again; 
should the fourth (or remaining) card be the highest, the two low¬ 
est of the new cut are partners, the lower of those two the dealer; 
should the fourth card be the lowest, the two highest are partners, 
the original lowest the dealer. 

[Example.— Three aces and a two are cut. The three aces cut again; the two is the 
original high, and plays with the highest. Suppose at the second cut two more 
twos and a king are drawn ; the king plays with the original two, and the other 
pair of twos cut again for deal. Now suppose the second cut to consist of an ace 
and two knaves ; the two knaves cut again, and the highest plays with the two.] 

17. At the end of a rubber, should admission be claimed by any 
one, or by two candidates, he who has, or they who have, played a 
greater number of consecutive rubbers than the others, is, or are, 
out; but when all have played the same number, they must cut to 
decide upon the out-goers; the highest are out. 

SHUFFLING. 

18. The pack must neither be shuffled below the table nor so 
that the face of any card be seen. 

[It is a common error to suppose that the cards may not he shuffled by dealing them 
out on the table. The law imposes no restriction as to the mode of shuffling.] 


LAWS AND KEGTTL ATIONS. 


19 


19. The pack must not be shuffled during the play of the hand. 

20. Each player has a right to shuffle once only, except as pro¬ 
vided by Buie 22, prior to a deal, after a false cut, or when a new 
deal has occurred. 

[It is unusual to be over-fastidious, the preparation of the dealer’s pack being ordi¬ 
narily entrusted to his left-hand adversary, and the alternate pack to the dealer’s 
partner. No one is obliged to shuffle : nor can any one reclaim the privilege after 
relinquishment of his due turn.] 

21. Each player after shuffling must place the cards properly 
collected and face downwards, to the left of the player about to 
deal. 

22. The dealer has always the right to shuffle last; but should a 
card or cards be seen during his shuffling, or whilst giving the 
pack to be cut, he may be compelled to re-shuffle. 

THE DEAL. 

23. Each player deals in his turn; the right of dealing goes to 
the left. 

24. The player on the dealer’s right cuts the pack, and, in divid¬ 
ing it, must not leave fewer than four cards in either packet; if in 
cutting, or in replacing one of the two packets on the other, a 
card be exposed, or if there be any confusion of the cards, or a 
doubt as to the exact place in which the pack was divided, there 
must be a fresh cut. 

25. When a player, whose duty it is to cut, has once separated 
the pack, he cannot alter his intention; he can neither re-shuffle 
nor re-cut his cards. 

26. When the pack is cut with the dealer’s consent, should the 
dealer shuffle the cards, he loses his deal. 

[The dealer’s consent is implied by his presenting the pack to be cut. It is import¬ 
ant to note the distinction between a misdeal , which forfeits the deal to the adver¬ 
saries, and a new deal , when the same dealer deals again.] 

A NEW DEAL. 

27. There must be a new deal— 

I. If during a deal, or during the play of a hand, the pack be 
proved incorrect or imperfect. 

II. If any card, excepting the last, be faced in the pack. 

28. If, whilst dealing, a card be exposed by the dealer or his 


20 


WHIST. 


partner, should neither of the adversaries have touched the cards, 
the latter can claim a new deal; a card exposed by either adver¬ 
sary gives that claim to the dealer, provided that his partner has 
not touched a card ; if a new deal does not take place, the exposed 
card cannot be called. 

29. If, during dealing, a player touch any of his cards, the ad¬ 
versaries may do the same, without losing their privilege of claim¬ 
ing a new deal, should chance give them such option. 

30. If, in dealing, one of the last cards be exposed, and the 
dealer turn up the trump before there is reasonable time for his 
adversaries to decide as to a fresh deal, they do not thereby lose 
their privilege. 

31. If a player, whilst dealing, look at the trump card, his ad¬ 
versaries have a right to see it, and may exact a new deal. 

32. If a player take into the hand dealt to him a card belonging 
to the other pack, the adversaries, on discovery of the error, may 
decide whether they will have a fresh deal or not. 

A MISDEAL. 

33. A misdeal loses the deal. 

34. It is a misdeal— 

I. Unless the cards are dealt into four packets, one at a time in 
regular rotation, beginning with the player to the dealer’s left. 

II. Should the dealer place the last (i. e., the trump) card, face 
downwards, on his own or any other pack. 

III. Should the trump card not come in its regular order to the 
dealer ; but he does not lose his deal if the pack be proved imper¬ 
fect. 

IY. Should a player have fourteen cards, and either of the other 
players less than thirteen’. 

Y. Should the dealer, under the impression that he has made a 
mistake, either count the cards on the table or the remainder of 
the pack. 

YI. Should the dealer deal two cards at once, or two cards to 
the same hand, and then deal a third; but if, prior to dealing that 
third card, the dealer can, by altering the position of one card 
only, rectify such error, he may do so, except as provided by the 
second paragraph of this law. 

YII. Should the dealer omit to have the pack cut to him, and 


LAWS AND REGULATIONS. 


21 


the adversaries discover the error prior to the. trump card being 
turned up, and before looking at their cards, but not after having 
done so. 

35. A misdeal does not lose the deal if, during the dealing, either 
of the adversaries touch the cards prior to the dealer’s partner 
having done so; but should the latter have first interfered with 
the cards, notwithstanding either or both the adversaries have sub¬ 
sequently done the same, the deal is lost. 

36. Should three players have their right number of cards, the 
fourth have less than thirteen, and not discover such deficiency 
until he has played any of his cards, the deal stands good ; should 
he have played, he is answerable for any revoke he may have made 
as if the missing card or cards had been in his hand; he may 
search the other pack for it or them. 

37. If a pack, during or after a rubber, be proved incorrect or 
imperfect, such proof does not alter any past score, game, or rub¬ 
ber ; that hand in which the imperfection was detected is null and 
void; the dealer deals again. 

38. Any one dealing out of turn, or with the adversary’s cards, 
may be stopped before the trump card is turned up ; after which 
the game must proceed as if no mistake had been made. 

39. A player can neither shuffle, cut, nor deal for his partner 
without the permission of his opponents. 

40. If the adversaries interrupt a dealer whilst dealing, either 
by questioning the score or asserting that it is not his deal, and 
fail to establish such claim, should a misdeal occur, he may deal 
again. 

41. Should a player take his partner’s deal and misdeal, the lat¬ 
ter is liable to the usual penalty, and the adversary next in rota¬ 
tion to the player who ought to have dealt then deals. 

THE TRUMP CARD. 

42. The dealer, when it is his turn to play to the first trick, 
should take the trump card into his hand; if left on the table 
after the first trick be turned and quitted, it is liable to be called; 
his partner may at any time remind him of the liability. 

[It is commonly supposed that the dealer may not take up the trump card till after 

he has played. The strict law is as above; the object of it is that the dealer 

should not have two cards on the table at the same time.] 


22 


WHIST. 


43. After the dealer has taken the trump card into his hand, it 
cannot be asked for; a player naming it at any time during the 
play of that hand is liable to have his highest or lowest trump 
called. 

[Any player may be told what the trump suit is.] 

44. If the dealer take the trump card into his hand before it is 
his turn to play, he may be desired to lay it on the table; should 
he show a wrong card, this card may be called, as also a second, a 
third, &c., until the trump card be produced. 

45. If the dealer declare himself unable to recollect the trump 
card, his highest or lowest trump may be called at any time dur¬ 
ing that hand, and, unless it cause him to revoke, must be played ; 
the call may be repeated, but not changed, i. e., from highest to 
lowest, or vice versa , until such card is played. 

[If the dealer forgets which was the trump card, the club custom is to make him 
expose one card after another till he shows the right one. In the opinion of the 
writer, “ Cavendish,” this penalty is too severe, and could rarely be enforced in 
private circles without giving rise to ill feeling.] 

CARDS LIABLE TO BE CALLED. 

46. All exposed cards are liable to be called, and must be left on 
the table; but a card is not an exposed card when dropped on 
the floor or elsewhere below the table. 

The following are exposed cards :— 

I. Two or more cards played at once. 

II. Any card dropped with its face upwards, or in any way ex¬ 
posed on or above the table, even though snatched up so quickly 
that no one can name it. 

47. If any one play to an imperfect trick the best card on the ta¬ 
ble, or lead one which is a winning card as against his adversaries, 
and then lead again, or play several such winning cards one after 
the other, without waiting for his partner to play, the latter may 
be called on to win, if he can, the first or any other of those tricks, 
and the other cards thus improperly played are exposed cards. 

\Vide note to law 58.] 

48. If a player, or players, under the impression that the game 
is lost or won, or for other reasons, throw his or their cards on the 
table face upwards, such cards are exposed, and liable to be called, 


LAWS AND REGULATIONS. 


23 


each player’s by the adversary; but should one player alone re¬ 
tain his hand he cannot be forced to abandon it. 

49. If all four players throw their cards on the table face up¬ 
wards, the hands are abandoned, and no one can again take up his 
cards. Should this general exhibition show that the game might 
have been saved or won, neither claim can be entertained unless a 
revoke be established. The revoking players are then liable to the 
following penalties: they cannot under any circumstances win the 
game by the result of that hand, and the adversaries may add 
three to their score, or deduct three from that of the revoking 
players. 

50. A card detached from the rest of the hand so as to be named, 
is liable to be called; but should the adversary name a wrong 
card, he is liable to have a suit called when he or his partner has 
the lead. 

[In private circles, the penalty for separating cards is sometimes not enforced. In 
the writer’s opinion, the strict game should always be played. Owing to confusing 
between exposed and separated cards, it is a common error to suppose that exposed 
cards must be named. Another common error is, that a player may be prevented 
from playing an exposed card ; whereas, if an exposed card is got rid of in course 
of play, no penalty remains. If more than one card is exposed at one time, the 
adversaries may choose which of the exposed cards they will first call, and so on 
with the others. It is a common error to suppose that when two cards are ex¬ 
posed in leading, or in playing to a trick, only one of them can be called.] 


51. If a player, who has rendered himself liable to have the 
highest or lowest of a suit called, fail to play as desired, or if when 
called on to lead one suit he lead another, having in his hand one 
or more cards of that suit demanded, he incurs the penalty of a 
revoke. 

52. If any player lead out of turn, his adversaries may either 
call the card erroneously led, or may call a suit from him or his 
partner when it is next the turn of either of them to lead. 

53. If any player lead out of turn, and the other three have fol¬ 
lowed him, the trick is complete and the error cannot be rectified ; 
but if only the second, or the second and third, have played to 
the false lead, their cards, on discovery of the mistake, are taken 
back: there is no penalty against any one, excepting the original 
offender, whose card may be called, or he or his partner, when 
either of them has next the lead, may be compelled to play any 
suit demanded by the adversaries. 


24 


WHIST. 


54. In no case can a player be compelled to play a card which 
would oblige him to revoke. 

55. The call of a card may be repeated until such card has been 
played. 

56. If a player called on to lead a suit have none of it, the pen¬ 
alty is paid. 

CARDS PLAYED IN ERROR, OR NOT PLAYED TO A TRICK. 

57. If the third hand play before the second, the fourth hand 
may play before his partner. 

58. Should the third hand not have played, and the fourth play 
before his partner, the latter may be called on to win, or not to 
win, the trick. 

[If in the case mentioned (Law 58), the second player has none of the suit led, he 
may, of course, be required to trump or not to trump the trick .—Vide law 47.] 

59. If any one omit playing to a former trick, and such error be 
not discovered until he has played to the next, the adversaries may 
claim a new deal; should they decide that the deal stand good, the 
surplus card at the end of the hand is considered to have been 
played to the imperfect trick, but does not constitute a revoke 
therein. 

60. If any one play two cards to the same trick, or mix his 
trump or other card with a trick to which it does not properly 
belong, and the mistake be not discovered until the hand is played 
out, he is answerable for all consequent revokes he may have made. 
If, during the play of the hand, the error be detected, the tricks 
may be counted face downwards, in order to ascertain whether 
there be among them a card too many; should this be the case, 
they may be searched, and the card restored; the player is, how¬ 
ever, liable for all revokes which he may have meanwhile made. 

THE REYOKE 

61. Is when a player, holding one or more cards of the suit led, 
plays a card of a different suit. 

62. The penalty for a revoke— 

I. Is at the option of the adversaries, who at the end of the 
hand may either take three tricks from the revoking player, or 
deduct three points from his score, or add three to their own score; 


LAWS AND REGULATIONS. 


25 


II. Can be claimed for as many revokes as occur during the 
band. 

III. Is applicable only to tbe score of tbe game in which it oc¬ 
curs. 

IY. Cannot be divided ; i. e., a player cannot add one or two to 
his own score and deduct one or two from the revoking player. 

Y. Takes precedence of every other score. 

63. A revoke is established if the trick in which it occur be 
turned and quitted, i. e., the hand removed from that trick after it 
has been turned face downwards on the table, or if either the re¬ 
voking player or his partner, whether in his right turn or other¬ 
wise, lead or play to the following trick. 

64. A player may ask his partner whether he has not a card of 
the suit which he has renounced; should the question be asked 
before the trick is turned and quitted, subsequent turning and 
quitting does not establish the revoke, and the error may be cor¬ 
rected, unless the question be answered in the negative, or unless 
the revoking player or his partner have led or played to the fol¬ 
lowing trick. 

65. At the end of the hand, the claimants of a revoke may 
search all the tricks. 

66. If a player discover his mistake in time to save a revoke, 
the adversaries, whenever they think fit, may call the card thus 
played in error, or may require him to play his highest or lowest 
card to that trick in which he has renounced; any player or play¬ 
ers who have played after him may withdraw their cards and sub¬ 
stitute others : the cards withdrawn are not liable to be called. 

67. If a revoke be claimed, and the accused player or his part¬ 
ner mix the cards before they have been sufficiently examined by 
the adversaries, the revoke is established. The mixing of the cards 
only renders the proof of a revoke difficult, but does not prevent 
the claim and possible establishment of the penalty. 

68. A revoke cannot be claimed after the cards have been cut 
for the following deal. 

69. The revoking player and his partner may, under all circum¬ 
stances, require the hand in which the revoke has been detected to 
be played out. 

70. If a revoke occur, be claimed and proved, bets on the odd 
trick or on amount of score, must be decided by the actual state 
of the latter, after the penalty is paid. 

2 


26 


WHIST. 


71. Should the players on both sides subject themselves to the 
penalty of one or more revokes, neither can win the game ; each is 
punished at the discretion of his adversary. 

72. In whatever way the penalty be enforced, under no circum¬ 
stances can a player win the game by the result of the hand dur¬ 
ing which he has revoked ; he cannot score more than nine. 

[See Law 51.] 

CALLING HONORS. 

73. If anyone calls after having played; or reminds his partner 
of calling, after the deal is completed; the adversaries may claim 
a fresh deal. 

74. If any one calls without having two honors; or without 
being at the score of eight; or shall answer the call without hav¬ 
ing an honor; the adversaries may consult as to a fresh deal, re¬ 
claiming their hands if thrown down. 

GENERAL RULES. 

75. Where a player and his partner have an option of exacting 
from their adversaries one of two penalties, they should agree who 
is to make the election, but must not consult with one another 
which of the two penalties it is advisable to exact; if they do so 
consult, they lose their right; and if either of them, with or with¬ 
out consent of his partner, demand a penalty to which he is enti¬ 
tled, such decision is final. 

[This rule does not apply in exacting the penalties for a revoke; partners have then 
a right to consult.] 

76. Any one during the play of a trick, or after the four cards 
are played, and before—but not after—they are touched for the 
purpose of gathering them together, may demand that the cards 
be placed before their respective players. 

77. If any one, prior to his partner playing, should call atten¬ 
tion to the trick,—either by saying that it is his, or by naming his 
card, or, without being required so to do, by drawing it towards 
him,—the adversaries may require that opponent’s partner to play 
the highest or lowest of the suit then led, or to win or lose the 
trick. 

[The only Intimations allowed, are those specified in the laws. There is no direct 
penalty for other intimations, owing to the difficulty, if not impossibility, of de¬ 
fining what an intimation is. Thus, though it is very improper for any one to 
indicate the nature of his hand by any gesture, there is no direct penalty for so 
doing. The indirect penalty for intimations is, that the person who persists in 
making them will soon find no one to play with him.] 


THE LEAD. 


27 


78. In all cases where a penalty has been incurred, the offender 
is bound to give reasonable time for the decision of his adversaries. 

79. Any player may demand to see the last trick turned, and no 
more. Under no circumstances can more than eight cards be seen 
during the play of the hand, viz. : the four cards on the table 
which have not been turned and quitted, and the last trick turned. 

80. Any player (on paying for them), before, but not after, the 
pack be cut for the deal, may call for fresh cards. He must call 
for two new packs, of which the dealer takes his choice. 

81. A bystander, by agreement among the players, may decide 
any question. 

82. A card or cards torn or marked must either be replaced by 
agreement, or new cards called at the expense of the table. 

[These latter are all club laws, and therefore not applicable to a social rubber.] 

MAXIMS ADOPTED BY ALL THE BEST WKITEKS ON 

THE GAME. 

THE LEAD—FIEST HAND. 

Begin with the suit of which you have the greatest number; for 
when trumps are out, you will probably make tricks in it. 

If you hold equal numbers in different suits, begin with the strong¬ 
est ; it is the least liable to injure your partner. 

Sequences are always eligible leads; they support your partner’s 
hand without injuring your own. 

Lead from King or Queen, rather than from a single Ace; foi 
since your opponents will lead from contrary suits, your Ace will bf 
powerful against them. 

Lead from King rather than Queen, and from Queen rather than 
Knave; for the stronger the suit, the less is your partner en¬ 
dangered. 

Do not lead from Ace Queen, or Ace Knave, till you are obliged; 
for if that suit be led by your opponents, you have a good chance of 
making two tricks in it. 

In sequences to a Queen, Knave, or Ten, begin with the highest, 
and so distress your left-hand adversary. 

With Ace, King, and Knave, lead the King; if strong in trumps, 
you may wait the return of this suit, and finesse the Knave. 

With Ace, Queen, and one small card, lead the small one; by 
this lead, your partner has a chance of making the Knave. 


28 


WHIST. 


With Ace, King, and two or three small cards, play Ace and 
King if weak, but a small card if strong in trumps ; when strong in 
trumps, you may give your partner the chance of making the first 
trick. 

With King, Queen, and one small card, play the small one; for 
your partner has an equal chance to win, and there is little fear of 
your making King or Queen. 

With King, Queen, and two or three small cards, lead a small 
card if strong, and the King if weak in trumps ; strength in trumps 
entitles you to play a backward game, and give your partner a 
chance of winning the first trick. But if weak in trumps, lead the 
King and Queen, to secure a trick in that suit. 

With Ace, with four small cards, and no other good suit, play a 
small one if strong in trumps, and the Ace if weak ; strength in 
trumps may enable you to make one or two of the small cards, 
although your partner cannot support your lead. 

With King, Knave, and Ten, lead the Ten; if your partner has 
the Ace, you may probably make three tricks, whether he pass the 
Ten or not. 

With King, Queen, and Ten, lead the King; for if it fail, by 
putting on the Ten, upon the return of the suit from your partner, 
you may make two tricks. 

With Queen, Knave, and Nine, lead the Queen; upon the return 
of that suit from your partner, by putting on the Nine, you may 
make the Knave. 


SECOND HAND. 

With Ace, King, and small ones, play a small card if strong in 
trumps, but the King if weak. Otherwise your Ace or King might 
be trumped in the latter case. Except in critical cases, no hazard 
should be run with few trumps. 

With Ace, Queen, and small cards, play a small one; upon the 
return of that suit you may make two tricks. 

With Ace, Knave, and small cards, play a small one; upon the 
return of that suit you may make two tricks. 

With Ten or Nine, with small cards, play a small one. By this 
plan, you may make two tricks in the suit. 

With King, Queen, Ten, and small cards, play the Queen. By 
playing the Ten on the return of the suit, you stand a good chance 
of making two tricks. 


THE LEAD. 


29 


With King, Queen, and small cards, play a small card if strong 
in trumps, but the Queen if weak in them; for strength in trumps 
warrants a backward game. It is advantageous to keep back your 
adversaries’ suit. 

With a sequence to your highest card in the suit, play the low¬ 
est of it, for by this means your partner is informed of your 
strength. 

With Queen, Knave, and small ones, play the Knave, because 
you will probably secure a trick. 

With Queen, Ten, and small ones, play a small one, for your 
partner has an equal chance to win. 

With either Ace, King, Queen, or Knave, with small cards, play 
a small one; your partner has an equal chance to win the trick. 

With either Ace, King, Queen, or Knave, with one sinall card 
only, play the small one, for otherwise your adversary will finesse 
upon you. 

If a Queen of trumps be led, and you hold the King, put that on ; 
if your partner hold the Ace, you do no harm; and if the King 
be taken, the adversaries have played two honors to one. 

If a Knave of trumps be led, and you hold the Queen, put it on; 
for, at the worst, you bring down two honors for one. 

If a King be led, and you hold Ace, Knave, and small ones, play 
the Ace, which can only make one trick. 

THIRD HAND. 

The third hand plays high. 

With Ace and King, play the Ace and immediately return the 
King. It is not necessary that you should keep the command of 
your partner’s hand. 

With Ace and Queen, play the Ace and return the Queen. By 
this means you make a certain trick, though it is sometimes policy 
to play the Queen. Your partner is, however, best supported by 
the old-fashioned method. 

With Ace and Knave, play the Ace and return the Knave, in 
order to strengthen your partner’s hand. 

With King and Knave, play the King ; and if it win, return the 
Knave. 

Play the best when your partner leads a small card, as it best 
supports him. 


so 


WHIST. 


If you hold Ace and one small card only, and your partner lead 
the King, put on the Ace, and return the small one ; for, otherwise, 
your Ace may be an obstruction to his suit. 

If you hold King and only one small card, and your partner lead 
the Ace, when the trumps be out play the King; for, by putting on 
the King, there will be no obstruction to the suit. 

FOURTH HAND. 

If a King be led, and you hold Ace, Knave, and a small card, 
play the small one ; for, supposing the Queen to follow, you will 
probably make both Ace and Knave. 

When the third hand is weak in his partner’s lead, you may often 
return that suit to great advantage; but this rule must not be ap¬ 
plied to trumps, unless you are very strong indeed. 

Never neglect to secure the trick if there is any doubt about the 
game. 

If you hold the thirteenth trump, retain it to make a trick when 
your partner fails in his lead. 

If you stand in the nine holes, make all the tricks you can ; but at 
the same time be careful. Watch the game narrowly, and look 
well to your partner’s lead. 

LEADING TRUMPS. 

Lead trumps from a strong hand, but never from a weak one; 
by which means you will secure your good cards from being 
trumped. 

Never trump out with a bad hand, although you hold five small 
trumps; for, since your cards are bad, you only bring out your 
adversaries’ good ones. 

If you hold Ace, King, Knave, and three small trumps, play Ace 
and King; for the probability of the Queen falling is in your 
favor. 

If you hold Ace, King, Knave, and one or two small trumps, play 
the King, and wait the return from your partner to put on the 
Knave. By this plan you may win the Queen. But if you have 
particular reasons to exhaust trumps, play two rounds, and then 
your strong suit. 

If you hold Ace, King, and two or three small trumps, lead a 
small one, with a view to let your partner win the first trick ; but if 


THE LEAD. 


31 


you have good reason for getting out trumps, play three rounds, or 
play Ace and King, and then your strong suit. 

If your adversaries are eight, and you hold no honor, throw off 
your best trump ; for if your partner has not two honors you lose 
the game. But if he should happen to hold two honors—as he 
probably would—you have a strong commanding game. 

Holding Ace, Queen, Knave, and small trumps, play the Knave; 
by this means, the King only can make against you. 

Holding Ace, Queen, Ten, and one or two small trumps, lead a 
small one; this will give your partner a chance to win the first 
trick, and keep the command in your own hand. 

Holding King, Queen, Ten, and small trumps, lead the King; for 
if the King be lost, upon the return of trumps you may finesse the 
Ten. 

Holding King, Knave, Ten, and small ones, lead the Knave; it 
will prevent the adversaries from making a small trump. 

Holding Queen, Knave, Nine, and small trumps, lead the Queen; 
if your partner hold the Ace, you have a chance of making the 
whole suit. 

Holding Queen, Knave, and two or three small trumps, lead the 
Queen. 

Holding Knave, Ten, Eight, and small trumps, lead the Knave: 
on the return of trumps you may finesse the Eight. 

Holding Knave, Ten, and three small trumps, lead the Knave; 
this will most distress your adversaries, unless two honors are held 
on your right hand, the odds against which are about three to one. 

Holding only small trumps, play the highest; by which means 
you support your partner. 

Holding a sequence, begin with the highest; thus your partner is 
instructed how to play his hand, and cannot be injured. 

If any honor be turned up on your left, and the game much 
against you, lead a trump as soon as you can. You may thus 
probably retrieve an almost lost game. 

In all other cases it is dangerous to lead through an honor with¬ 
out you are strong in trumps, or have an otherwise good hand. 
All the advantage of leading through an honor lies in your partner 
finessing. 

If the Queen be turned up on your right, and you hold Ace, King, 
and small ones, lead the King. Upon the return of trumps finesse, 
unless the Queen falls. Otherwise the Queen will make a trick. 


32 


WHIST. 


With the Knave turned up on your right, and you hold King, 
Queen, and Ten, the best play is to lead the Queen. Upon the re¬ 
turn -of trumps play the Ten. By this style of play you make the 
Teh. 3 . 

If the Knave turns up on your right, and you hold King, Queen, 
and small ones, it is best to lead the King. If that comes home, you 
can play a small one, for the chance of your partner possessing the 
Ace. 

If Knave turn up on your right, and you have King, Queen, and 
Ten, with two small cards, lead a small one. Upon the return of 
trumps play the Ten. The chances are in favor of your partner 
holding an honor, and thus you make a trick. 

If an honor be turned up on your left, and you hold only one hon¬ 
or with a small trump, play out the honor and then the small one. 
This will greatly strengthen your partner’s hand, and cannot injure 
your own. 

If an honor be turned up on the left, and you hold a sequence, 
lead the highest; it will prevent the last hand from injuring your 
partner. 

If a Queen be turned up on the left, and you hold Ace, King, and 
a small one, lead the small trump ; you have a chance for winning 
the Queen. 

If a Queen be turned up on your left, and you hold Knave with 
small ones, lead the Knave; for the Knave can be of no service, since 
the Queen is on your left. 

If an honor be turned up by your partner, and you are strong in 
trumps, lead a small one; but if weak in them, lead the best you 
have. By this means the weakest hand supports the strongest. 

If an Ace be turned up on the right, and you hold King, Queen, 
and Knave, lead the Knave : it is a secure lead. 

If an Ace be turned up on the right, and you hold King, Queen, 
and Ten, lead the King; and upon the return of trumps play the 
Ten. By this means you show strength to your partner, and prob¬ 
ably make two tricks. 

If a King be turned up on the right, and you hold Queen, Knave, 
and Nine, lead the Knave, and upon the return of trumps, play the 
Nine; it may prevent the Ten from making. 

If a King be turned up on your right, and you hold Knave, Ten, 
and Nine, lead the Nine ; upon the return of trumps play the Ten 
This will disclose your strength in trumps to your partner. 


RETURNING- PARTNER’S LEAD. 


33 

If a Queen be turned up on the right, and you have Ace, King, 
and Knave, lead the King. Upon the return of trumps play the 
Kna’ve, which makes a certain trick. 

HOW TO PLAY WHEN YOU TURN UP AN HONOR. 

If you turn up an Ace, and hold only one small trump with it, if 
either adversary lead the King, put on the Ace. 

But if you turn up an Ace, and hold two or three small trumps 
with it, and either adversary lead the King, put on a small one ; 
for if you play the Ace, you give up the command in trumps. 

If you turn up a King, and hold only one small trump with it, 
and your right-hand adversary lead a trump, play a small one. 

If you turn up a King, and hold two or three small trumps with 
it, if your right-hand adversary lead a trump, play a small one. 

If you turn up a Queen or Knave, and hold, besides, only small 
trumps, if your right-hand adversary lead a trump, put on a small 
one. 

If you hold a sequence to the honor turned up, play it last. 

HOW TO PLAY FOR THE ODD TRICK. 

Never trump out if you can avoid it, for you can hardly be sure 
of the other three hands. 

If your partner, by hoisting the Blue Peter, or by any other 
allowable intimation, shows that he has means of trumping any suit, 
be cautious how you trump out. Force your partner, if strong in 
trumps, and so make all the tricks you can. 

Make tricks early in the game, and be cautious in finessing. 

With a single card of any suit, and only two or three small 
trumps, lead the single card. 

RETURNING PARTNER’S LEAD. 

In the following cases it is best to return your partner's lead 
directly 

When you win with the Ace, and can return an honor ; for then 
it will greatly strengthen his hand. 

When he leads a trump ; in which case return the best remaining 
in your hand, unless you hold four. An exception to this arises if 
the lead is through an honor. 

2 * 


34 


WHIST. 


When your partner has trumped out; for then it is evident he 
wants to make his strong suit. 

When you have no good card in any other suit; for then you are 
entirely dependent on your partner. 

In the following instances it is proper that you should NOT return 
your partner’s lead immediately : 

When you win with the King, Queen, or Knave, and have only 
small cards remaining. The return of a small card will more dis¬ 
tress than strengthen your partner’s hand. 

When you hold a good sequence; for then you may make tricks, 
and not injure his hand. 

When you have a strong suit. Leading from a strong suit is a 
direction to your partner, and cannot injure him. 

When you have a good hand; for in this case you have a right to 
consult your own hand, and not your partner’s. 

When you hold five trumps; for then you are warranted to play 
trumps if you think it right. 

When, in fine, you can insure two or three tricks, play them, and 
then return the lead. With a leading hand it is well to play your 
own game. 


THE FINISH. 

The most important part of a game at Whist is the Finish—the 
last two or three tricks. Be careful how you play, or you may make 
a bad ending to a good beginning. 

Loose Cards. —If you hold three winning cards and a loose one, 
play the latter, and trust to your partner. 

Loose Trump and Tenace. —Holding these, play the loose trump. 

King and the Lead. —If you hold a King and a loose card, the 
best plan is to play the last, so that your partner may lead up to your 
King. 

Long Trumps. —If you hold three, it is best to lead the smallest; 
by this means you give your partner a chance of making tricks, and 
still hold a commanding card in your own hand. It is not well to 
play out the King card. 

Third Hand with King , Sfc. —“Supposing,” says Coelebs, “ten 
tricks being made, you remain with King, Ten, and another. If sec- 


THE FINISH. 


35 


ond hand plays an honor, cover it; otherwise finesse the Ten for 
a certain trick. It you want two tricks play your King.” 

Running a Card. —The same authority says—“With such cards 
as Knave, Nine, Eight against Ten guarded, by ‘running’ the Eight 
you make every trick.” 

CASES IN POINT. 

The following cases are given by Hoyle : 


I. 

If A. and C. are partners against B. and D., and eight trumps have 
been played out, and A. has four trumps remaining, B. having the 
best trump and is to lead, should B. play his trumps or not? No; 
because as he would leave three trumpsin A.’s hand, if A.’s partner 
has any capital suit to make, by B.’s keeping the trump in his hand 
he can prevent his making that suit. 


A. and C. are partners against B. and D.; twelve trumps are play¬ 
ed out, and seven cards only remain in each hand, of which A. has 
the last trump, and likewise the Ace, King, and four small cards of 
a suit; question, whether A. should play the Ace and King of that 
suit or a small one? A. should play a small card of that suit, as it 
is an equal bet his partner has a better card in that suit than the last 
player, and, in this case, if four cards of the suit happen to be in 
either of the adversaries’ hands, by this manner of playing he will 
bo enabled to make five tricks in that suit. Should neither of the 
adversaries have more than three cards in that suit, it is an equal bet 
that he wins six tricks in it. 


Hi. 

Supposing three hands of cards, containing three cards in each 
hand, let A. name the trumps, and let B. choose which hand he 
pleases—A. having the choice of either the other two hands, will win two 
tricks. Clubs are trumps : first hand, Ace, King, and Six of Hearts ; 
second hand, Queen and Ten of Hearts, with Ten of Trumps; third 
hand, Nine of Hearts, with Two and Three of Trumps. The first 
hand wins of the second, the second wins of the third, and the third 
wins of the first. 


36 


WHIST. 


IV. 

THE ADVANTAGE BY A SEE-SAW. 

Suppose A. and B. partners, and that A. has a quart-major in 
Clubs, they being trumps, another quart-major in Hearts, another 
quart-major in Diamonds, and the Ace of Spades; and let us suppose 
the adversaries, C. and D.,to have the following cards, viz., C. has 
four Trumps, eight Hearts, and one Spade; D. has five Trumps and 
eight Diamonds: C. being to lead, plays a Heart, D. trumps it; D. 
plays a Diamond, C. trumps it; and thus pursuing the saw, each 
partner trumps a quart-major of A.’s, and C. being to play at the 
ninth trick, plays a Spade, which D. trumps; Thus C. and D. have 
won the first nine tricks, and leave A. with his quart-major in Trumps 
only. 

The foregoing case shows, that whenever you gain the advantage 
of establishing a saw, it is your interest to embrace it. 

STRENGTH IN TRUMPS. 

The following hands are given by Hoyle to demonstrate what is 
known as being strong in trumps:— 

Ace, King, and three small trumps. 

King, Queen, and three small trumps. 

Queen, Ten, and three small trumps. 

Queen and four small trumps. 

Knave and four small trumps. 

Five trumps without an honor must win two tricks if led. 

FORCING YOUR PARTNER. 

You are justified in forcing your partner if you hold— 

Ace and three small trumps. 

King and three small trumps. 

Queen and three small trumps. 

Knave and four small trumps. 

Five trumps. 

CASE TO DEMONSTRATE THE DANGER OF FORCING YOUR PARTNER. 

Suppose A. and B. partners, and that A. has a quint-major in 
trumps, with a quint-major and three small cards of another suit, 


INDICATIONS AND INFERENCES. 


87 

and that A. has the lead; and let ns suppose the adversaries, C. 
and D., to have only five trumps in either hand; in this case, A. 
having the lead, wins every trick. 

INDICATIONS AND INFERENCES. 

The following are given by Mr. Carleton as allowable indications 
between partners, or hints from your adversaries’ play 

Should the Ace fall from the second hand in the first round of a 
suit, it is fair to conclude that he is either very strong in it, or has 
only the one card. 

Should there be a renounce in which a court card is thrown away, 
it indioates that the holder of it has a high sequence in the suit, or 
perhaps no other, or wishes a trump played. 

When you have played all your trumps, avoid playing a suit 
from which your partner threw away, when he could no longer fol¬ 
low your trump lead. He is weak in that suit. If he has thrown 
away more than one suit, play that from which he threw away 
last. 

When a suit is ruffed, and he who wins plays the Ace of trumps 
and then stops, be sure that is the last of his trumps. 

Should you hold the next best of a sequence that has been led, 
you may suspect the lead was from a single card, and with a view 
to a ruff. 

When there is no call at the point of eight, and you do not hold 
an honor yourself, the chances are your partner has two. You may 
model your game by that presumption. 

With Ace, King, win with the King; if leader, begin with the 
King; and if it be trumped, or you think right to change the suit, 
your partner will guess where the Ace is. 

The call at eight is a hint to your partner to play trumps. 

When the last player wins with a high card, and then leads a 
lower one of the same suit, with which he might equally have taken 
the trick, it is assumed that he has the intermediate cards. 

Leading a small card for your partner’s Ace shows that you have 
the King. 

To these may be added the Blue Peter, as described in a former 
page. 


38 


WHIST. 


HOYLE’S GRAMMAR OF WHIST. 

How should sequences of trumps be played ?—Begin with the 
highest. 

When sequences are not in trumps, how should they be played ? 
—If you hold five, begin with the lowest; if less than five, begin 
with the highest. 

Why are sequences preferable to frequent changes of suits ?— 
Because they form safe leads, and gain the tenace in other suits. 

When should partners make tricks early ?—When they are weak 
in trumps. 

When may you allow your opponents to make tricks early in the 
round ?—When you are strong in trumps. 

When is it proper to play from an Ace-suit ?—When you hold 
three Aces, neither of which is a trump. 

When any good card is turned up on your right, how should you 
play ?—If an Ace be turned up, and you hold King and a small 
card, play the small one. If King be turned up, and you hold Ace 
and small ones, play a small one. If a Ten be turned up, and you 
hold King, Knave, Nine, and others, begin with the Knave, in 
order to prevent the Ten from making a trick, and then finesse with 
the Nine. 

How do you know when your partner has no more of the suit 
played ?—By his playing his high card instead of a loose one. 
Thus, suppose you hold King, Queen, and Ten, and your partner 
answers with Knave, you may be certain that is the only card he 
possesses of the suit. 

When ought you to over-trump your adversary, and when not ?— 
If you are strong in trumps,you may throw away a loose trump ;but 
if weak, over-trump at all risks. 

If your right-hand adversary lead a suit in which you have Ace, 
King, and Queen, with which card are you to take the trick ?—With 
the Queen, as then the same suit may be led again by your opponent, 
under the idea that his partner holds the high cards. 

Why should you play from King-suit rather than from Queen- 
suit, though you may possess a like number of each ; —Because, it 
is two to one that the Ace does not lie in your adversary’s hands, 
and it is five to four that if you play from Queen you lose her. 

When you possess the four best cards of any suit, why do you 


EXAMPLES FROM HOYLE. 


39 


play your best ?—To inform your partner as to the state of your 
hand. 

The Queen turned up on your right, and you hold Ace, Ten, 
and one trump; or King, Ten, and one trump, if right-hand 
opponent plays the Knave, what should you do ?—Pass the trick. 
You cannot lose by so doing, as your Ace must make, and you may 
gain a trick. 

When can you finesse in other suits with impunity ?—When you 
are strong in trumps. 

EXAMPLES FROM HOYLE. 

In order to fully conquer the difficulties of WTiist and achieve 
success, it is necessary, indeed, to persevere to the end. “Never 
despair” is an excellent motto for a whist-player. Having carried 
the student safely over the pons asi/norum , let us now take a leaf or 
two direct from Hoyle. Hitherto it has been our endeavor to im¬ 
prove upon the instructions of our great authority by carefully com¬ 
paring his maxims with those of later writers, and embodying with 
them the results of modem card-table experience. In this chapter 
we shall give the ipsissima verba of Edmond Hoyle from the last and 
best of the authorized editions of his treatise on Whist, believing 
that a careful perusal of the following examples cannot but prove 
of considerable use to all who would become thoroughly familiar 
with the game. 

PARTICULAR GAMES, AND THE MANNER IN WHICH THEY ARE TO 

BE PLAYED AFTER A LEARNER HAS MADE SOME PROGRESS IN 

THE GAME. 

✓ 

I. 

“ Suppose you are elder hand, and that your game consists of 
King, Queen, and Knave of one suit; Ace, King, Queen, and two 
small cards of another suit; King and Queen of the third suit, and 
three small trumps ; Query , how is this hand to be played ? You 
are to begin with the Ace of your best suit (or a trump), which in¬ 
forms your partner that you have the command of that suit; but 
you are not to proceed with the King of the same suit, but you must 
play a trump next; and if you find your partner has no strength to sup¬ 
port you in trumps, and that your adversary plays to your weak suit— 


40 


WHIST. 


viz., the King and Queen only—in that case play the King of the 
suit which belongs to the best suit; and if you observe a probability 
of either of your adversaries being likely to trump that suit, pro¬ 
ceed then and play the King of the suit of which you have the 
King, Queen and Knave. If it should so happen that your adver 
saries do not play to your weakest suit, in that case, though ap 
parently your partner can give you no assistance in trumps, pursue 
your scheme of trumping out as often as the lead comes into your 
hand; by which means, supposing your partner to have but two 
trumps, and that your adversaries have four each, by three rounds 
of trumps, there remain only two trumps against you.” 


n. 

ELDER HAND. 

“ Suppose you have Ace, King, Queen, and one small trump, 
with a sequence from the King of five in another suit, with four 
other cards of no value. Begin with the Queen of trumps, and pur¬ 
sue the lead with the Ace, which demonstrates to your partner that 
you have the King ; and as it would be bad play to pursue trumps 
the third round till you have first gained the command of your 
great suit, by stopping thus, it likewise informs your partner that 
you have the King and one trump only remaining ; because if you 
had Ace, King, Queen, and two trumps more, and trumps went 
round twice, you could receive no damage by playing the King the 
third round. When you lead sequence, begin with the lowest; be¬ 
cause, if your partner has the Ace, he plays it, which makes room 
for your suit. And since you have let your partner into the state 
of your game, as soon as he has the lead, if he has a trump or two 
remaining, he will play trumps to you with a moral certainty that " 
your King clears your adversaries’ hands of all their trumps.” 

HI. 

SECOND PLATER. 

“ Suppose you have Ace, King, and two small trumps, with a 
quint-major of another suit, in the third suit you have three small 
cards, and in the fourth suit one. Your adversary on your right 
hand begins with playing the Ace of your weak suit, and then pro¬ 
ceeds to play the King. In that case do not trump it, but throw 


EXAMPLES FROM HOYLE. 


41 


away a losing card, and if lie proceeds to play the Queen, throw 
away another losing card, and do the like the fourth time, in hopes 
your partner may trump it, who will in that case play a trump, or 
will play to your strong suit. If trumps are played, go on with 
them two rounds, and then proceed to play your strong suit; by 
which means, if there happens to be four trumps in one of your 
adversary’s hands, and two in the other, which is nearly the case, 
your partner being entitled to have three trumps out of the nine, 
consequently there remain only six trumps between the adversaries; 
your strong suit forces their best trumps, and you have a proba¬ 
bility of making the odd trick in your own hand only ; whereas, if you 
had trumped one of your adversaries’ best cards, you had so weak¬ 
ened your hand as probably not to make more than five tricks with¬ 
out your partner’s help.” 


IV. 

“ Suppose you have Ace, Queen, and three small trumps, Ace, 
Queen, Ten, and Nine of another suit, with two small cards of each 
of the other suits ; your partner leads to your Ace, Queen, Ten and 
Nine; and as this game requires rather to deceive adversaries than 
to inform your partner, put up the Nine, which naturally leads the 
adversary to play trumps, if he wins that card. As soon as trumps 
are played to you, return them upon your adversary, keeping the 
command in your own hand. If your adversary who led trumps to 
you puts up a trump which your partner cannot win, if he has no 
good suit of his own to play, he will return your partner’s lead, 
imagining that suit lies between his partner and yours. If this 
finesse of yours should succeed, you will be a great gainer by it, 
but scarcely possible to be a loser.” 

PARTICULAR GAMES BOTH TO ENDEAVOR TO DECEIVE AND DISTRESS 
YOUR ADVERSARIES, AND TO DEMONSTRATE YOUR GAME TO YOUR 
PARTNER. 

I. 

“ Suppose I play the Ace of a suit of which I have Ace, King, and 
three small ones; the last player does not choose to trump it, having 
none of the suit; if I am not strong enough in trumps I must not 
play out the King, but keep the command of that suit in my hand 


42 


WHIST. 


by playing of a small one, which I must do in order to weaken his 
game.” 

n. 

“ If a suit is led, of which I have none, and a moral certainty that 
my partner has not the best of that suit, in order to deceive the ad¬ 
versary I throw away my strong suit; but to clear up doubts to my 
partner when he has the lead I throw away my weak suit. This 
method of play will generally succeed, unless you play with very 
good players, and even with them you will oftener gain than lose by 
this method of play.” 

PARTICULAR GAMES TO BE PLAYED, BY WHICH YOU RUN THE RISK 
OF LOSING ONE TRICK ONLY TO GAIN THREE. 

I. 

“ Suppose Clubs to be trumps, a Heart is played by your adver¬ 
sary ; your partner having none of that suit, throws away a Spade ; 
you are then to judge his hand is composed of trumps and Diamonds; 
and suppose you win that trick, and being too weak in trumps, you 
dare not force him; and suppose you shall have King, Knave, and 
one small Diamond; and further, suppose your partner to have Queen 
and Five Diamonds ; in that case, by throwing out your King in 
your first lead, and your Knave in your second, your partner and 
you may win five tricks in that suit; whereas, if you had led a 
small Diamond, and your partner’s Queen having been won with 
the Ace, the King and Knave remaining in your hand, obstructs j 
his suit; and though he may have the long trump, yet, by playing 
a small Diamond, and his long trump having been forced out of 
his hand, you lose by this method of play three tricks in that 
deal.” 


“ Suppose in the like case of the former, you should have Queen, 
Ten, and one small card in your partner’s strong suit; which is to 
be discovered by the former example ; and suppose your partner 
to have Knave and five small cards in his strong suit; you having 
the lead are to play your Queen, and when you play again you are 
to play your Ten ; and suppose him to have the long trump, by this 
method he makes four tricks in that suit; but should you play a 




EXAMPLES FROM HOYLE. 


43 


small one in that suit, his Knave being gone, and the Queen remain¬ 
ing in your hand in the second round of playing that suit, and the 
long trump being forced out of his hand, the Queen remaining in 
your hand obstructs the suit, by which method of play you lose 
three tricks in that deal.” 


hi. 

“ In the former examples you have been supposed to have had the 
lead, and by that means have had an opportunity of throwing out 
the best cards in your hand of your partner’s strong suit, in order 
to make room for the whole suit; we will now suppose your partner 
is to lead, and in the course of play it appears to you that your 
partner has one great suit; suppose Ace, King, and four small 
ones, and that you have Queen, Ten, Nine, and a very small one of 
that suit; when your partner plays the Ace, you are to play the 
Nine ; when he plays the King, you are to play the Ten ; by 
which means you see, in the third round, you make your Queen, 
and having a small one remaining, you do not obstruct your 
partner’s great suit; whereas, if you had kept your Queen and Ten, 
and the Knave have fallen from the adversaries, you would have 
lost two tricks in that deal.” 


IY. 


“ Suppose in the course of play, as in the former case, you find 
your partner to have one great suit, and that you have King, Ten, 
and a small one of that suit; your partner leads the Ace, in that 
case play your Ten, and in the second your King; this method is 
to prevent a possibility of obstructing your partner’s great suit.” 


Y. 

“ Suppose your partner has Ace, King, and four small cards in 
his great suit, and that you have Queen, Ten, and a small card in 
that suit; when he plays his Ace, do you play your Ten, and when 
he plays his King, do you play your Queen; by which method of 
play you only risk one trick to get four.” 


44 


WHIST. 


SOME DIRECTIONS FOR PUTTING UP AT SECOND HAND KING, 
QUEEN, KNAYE, OR TEN OF ANY SUIT, ETC. 

4 

I. 

“ Suppose you have the King and one small card of any suit, and 
that your right-hand adversary plays that suit; if he is a good 
player do not put up the King, unless you want the lead, because a 
good player seldom leads from a suit of which he has the Ace, but 
keeps it in his hand (after the trumps are played out) to bring in his 
strong suit.” 

H. 

“ Suppose you have a Queen and one small card of any suit, and 
that your right-hand adversary leads that suit, do not put on your 
Queen, because, suppose the adversary has led from the Ace and 
Knave, in that case, upon the return of that suit, your adversary 
finesses the Knave, which is generally good play, especially if his 
partner has played the King ; you thereby make your Queen ; but 
by putting on the Queen, it shows your adversary that you have no 
strength in that suit, and consequently puts him upon finessing upon 
your partner throughout that whole suit.” 

III. 

“ In the former examples you have been informed, when it is 
thought proper to put up the King or Queen at second hand ; you 
are likewise to observe, in case you have the Knave or Ten of any 
suit, with a small card of the same suit, it is generally bad play to put 
up either of them at second hand, because it is five to two that the 
third hand has either Ace, King, or Queen of the suit led; it 
therefore follows, that as the odds against you are five to two, and 
though you should succeed sometimes by this method of play, yet 
in the main you must be a loser, because it demonstrates to your 
adversaries that you are weak in that suit, and consequently they 
finesse upon your partner throughout that whole suit.” 


IY. 

“ Suppose you have Ace, King, and three small cards of a suit; 
your right-hand adversary leads that suit; upon which you play 


EXAMPLES FROM HOYLE. 


45 


your Ace, and your partner plays tlie Knave. In case you are 
strong in trumps, you are to return a small one in that suit, in order 
to let your partner trump it. And this consequence attends such 
play, viz., you keep the command of that suit in your own hand, and 
at the same time it gives your partner an intimation that you are 
strong in trumps ; and therefore he may play his game accordingly, 
either in attempting to establish a saw, or by trumping out to you, 
if he has either strength in trumps or the command of the other 
suits.” 

SOME DIRECTIONS HOW TO PLAY WHEN AN ACE, KING, OR 
QUEEN ARE TURNED UP ON YOUR RIGHT HAND, ETC. 


I. 

“ Suppose the Ace is turned up on your right hand, and that you 
have the Ten and Nine of trumps only, with Ace, King, and Queen 
of another suit, and eight cards of no value, quere , how must this 
game be played ? Begin with the Ace of the suit of which you 
have the Ace, King, and Queen, which is an information to your 
partner that you have the command of that suit; then play your 
Ten of trumps, because it is five to two that your partner has 
King, Queen, or Knave of trumps ; and though it is about seven to 
two that your partner has not two honors, yet, should he chance to 
have them, and they prove to be the King and Knave, in that case, 
as your partner will pass your Ten of trumps, and as it is thirteen 
to twelve against the last player for holding the Queen of trumps, 
upon supposition your partner has it not, in that case, when your 
partner has the lead, he plays to your strong suit, and upon your 
having the lead, you are to play the Nine of trumps, which puts 
it in your partner’s power to be almost certain of winning the 
Queen if he lies behind it. 

“ The foregoing case shows, that turning up of an Ace against 
you may be made less beneficial to your adversaries, provided you 
play by this rule.” 

n. 

“ If the King or Queen are turned up on your right hand, the 
like method of play may be made use of; but you are always to 
distinguish the difference of your partner’s capacity, because a 


46 


WHIST. 


good player will make a proper use of such play, but a bad one 
seldom, if ever.” 

m. 

“ Suppose the adversary on your right hand leads the King of 
trumps, and that you should have the Ace and four small trumps, 
with a good suit; in this case it is your interest to pass the King; 
and though he should have King, Queen, and Knave of trumps, with 
one, more, if he is a moderate player, he will play the small one ; im¬ 
agining that his partner has the Ace; when he plays the small one, 
you are to pass it, because it is an equal wager that your partner has 
a better trump than the last player; if so, and that he happens to 
be a tolerable player, he will judge you have a good reason for 
this method of play, and consequently, if he has a third trump re¬ 
maining he will play it; if not, he will play his best suit.” 

THE TEN OR NINE BEING TURNED UP ON YOUR RIGHT HAND, ETC. 


I. 

“ Suppose the Ten is turned up on your right hand, and that you 
should have King, Knave, Nine, knd two small trumps, with eight 
other cards of no value, and that it is proper for you to lead trumps, 
in that case begin with the Knave, in order to prevent the Ten from 
making of a trick; and though it is but about five to four that your 
partner holds an honor, yet if that should fail, by finessing your 
Nine on the return of trumps from your partner, you have the Ten 
in your power.” 


n. 

“ The Nine being turned up on your right hand, and that you should 
have Knave, Ten, Eight, and two small trumps, by leading the Knave 
it answers the like purpose of the former case. 

hi. 

“You are to make a wide difference between a lead of choice and 
a forced lead of your partner’s; because, in the first case he is sup¬ 
posed to lead from his best suit, and finding you deficient in that 
suit, and not being strong enough in trumps, and not daring to force 
you, he then plays his next best suit; by which alternation of play, 
it is next to a demonstration that he is weak in trumps. But should 
he persevere, by playing of his first lead, if he is a good player, you 


EXAMPLES FEOM HOYLE. 


47 


are to judge him strong in trumps, and it is a direction for you to 
play your game accordingly.” 


IV. 

“ There is nothing more pernicious at the game of Whist than to 
change suits often, because in every new suit you run the risk of giv¬ 
ing your adversary the tenace ; and therefore, though you lead from 
a suit of which you have the Queen, Ten, and three small ones, and 
your partner puts up the Nine only, in that case, if you should hap¬ 
pen to be weak in trumps, and that you have no tolerable suit to 
jlead from, it is your best play to pursue the lead of that suit by play- 
ling your Queen, which leaves it in your partner’s option whether he 
will trump it or not, in case he has no more of that suit; but in your 
i second lead, in case you should happen to have the Queen or Knave 
of any other suit, with one card only of the same suit, it would be 
better play to lead from your Queen or Knave of either of these suits, 
it being five to two that your partner has one honor at least in either 
of those suits.” 


V. 

“ If you have Ace, King, and one small card of any suit, with four 
trumps ; if your right hand adversary leads that suit, pass it, because 
it is an equal wager that your partner has a better card in that suit 
than the third hand; if so, you gain a trick by it; if otherwise, as 
you have four trumps, you need not fear to lose by it, because, when 
trumps are played, you may be supposed to have the long trump.” 

CAUTION NOT TO PAET WITH THE COMMAND OF YOUR 
ADVERSARIES 5 GREAT SUIT, ETC. 

I. 

“In case you are weak in trumps, and that it does not appear 
that your partner is very strong in them, be very cautious how you 
part with the command of your adversaries’ great suit. For sup¬ 
pose your adversary plays a suit of which you have King, Queen, 
and one small card only, the adversary leads the Ace, and upon 
playing the same suit, you play your Queen, which makes it almost 
certain to your partner that you have the King; and suppose your 
partner refuses to that suit, do not play the King, because, if the 




48 


WHIST. 


leader of that suit or his partner have the long trump, you risk the 
losing of three tricks to get one.” 

n. 

“ Suppose your partner has ten cards remaining in his hand, and 
that it appears to you that they consist of trumps and one suit only ; 
and suppose you should have King, Ten, and one small card of his 
strong suit, with Queen and two small trumps ; in this case, you are 
to judge he has five cards of each suit, and therefore you ought to 
play out the King of his strong suit; and if you win that trick, your 
next play is to throw out the Queen of trumps; if that likewise 
comes home, proceed to play trumps. This method of play may 
be made use of at any score of the game, except at 4 and 9.” 

THE TRUMP TURNED UP TO BE REMEMBERED. 

“It is so necessary that the trump turned up should be known 
and remembered, both by the dealer and his partner, that we think 
it proper to observe, that the dealer should always so place that 
card as to be certain of having recourse to it. For suppose it to ‘ 
be only a Five, and that the dealer has two more—viz., the Six ’ 
and Nine—if his partner trumps out with Ace and King, he ought 
to play his Six and Nine; because, let us suppose your partner to 
have Ace, King, and four small trumps, in this case, by your 
partner’s knowing you have the Five remaining, you may win 
many tricks.” 

TWO TRUMPS. 

The following Case happens frequently :— 

“ That you have two trumps remaining when your adversaries have 
only one, and it appears to you that your partner has one great suit; 
in this case always play a trump, though you have the worst; be- •: 
cause, by removing the trump out of your adversaries’ hands, there 
can be no obstruction to your partner’s great suit.” 

FIVE TRUMPS. 

“ Suppose you have five trumps, and six small cards of any suit, 
and you are to lead ; the best play is to lead from the suit of which 



CALCULATIONS FOR BETTING. 


49 


you have six, because, as you are deficient in two suits, your adver¬ 
saries will probably trump out, which is playing your own game 
for you; whereas, had you begun with playing trumps, they would 
force you, and consequently destroy your game.” 

CALCULATIONS FOR BETTING. 

Among modern players, heavy betting at cards has nearly gone 
out. Whist is now generally played for a simple stake—so much per 
game—so much per rubber ; but as no treatise on the game can be 
considered complete without a table of chances, we give the calcula¬ 
tions of Hoyle, as improved by modern practice. 

AT LONG WHIST— 

It is about five to four that your partner holds one card out of any 
two. 

Five to two that he holds one card out of any three. 

Two to one that he does not hold a certain named card. 

Three to one that he does not hold two out of three named cards 
in a suit. 

Three to two that he does not hold two cards out of any four 
named. 

Five to one that your partner holds one winning card. 

Four to one that he holds two. 

Three to one that he holds three. 

Three to two that he holds four. 

Four to six that he holds five. 

BETTING THE ODDS. 

The odds on the rubber is five to two in favor of the dealers gener¬ 
ally. 

With the first game secured, the odds on the rubber, with the deal 
are— 


1 to love about 7 to 2 

2 - — 4 — 1 

3 — — 9 — 2 

4 _ — 5 — 1 

5 — — 6 — 1 


At any part of the game, except at the points of eight and nine, 
3 


60 


WHIST. 


the odds are in proportion to the nnmber of points required to make 
the ten required. Thus, if A. wants four and B. six of the game, the 
odds are six to four in favor of A. If A. wants three and B. five, 
the odds are seven to five on A. winning the game. 

At the commencement of the game it is about - 2 V P er cent, in favor 
of the dealer. 

The odds against the dealer counting two for honors (that is, three 
honors in hand) are about nearly four to one. 

Against the dealer and his partner holding the four honors, the 
odds are at least six to one. Against the non-dealers holding the 
four honors, the odds are about twenty to one, because it is only fifty- 
two to sixteen, or a little more than nine to one that an honor is 
turned up. 

Against honors being divided, the odds are about three to two 
against either side, though the dealers have certainly the best chance. 

The following, calculated strictly, are the 


ODDS ON THE GAME WITH THE DEAL. 


1 love is 11 

to 

10 

4 

to 

3 

is 

7 

to 

6 

2 love — 

5 

— 

4 

5 

— 

3 

— 

7 

_ 

5 

3 love — 

3 

— 

2 

6 

_ 

3 

_ 

7 

_ 

4 

4 love — 

7 

— 

4 

7 

_ 

3 

_ 

7 

_ 

3 

5 love — 

2 

— 

1 

8 

_ 

3 

_ 

7 

_ 

2 

6 love — 

5 

— 

2 

9 

_ 

3 

_ 

3 

_ 

1 

7 love — 

7 

— 

2 








8 love — 

5 

_ 

1 








9 love — 

9 

— 

2 

5 

6 

to 

4 

4 

is 

6 

6 

to 

5 

4 

1 to 1 is 

9 

to 

8 

7 

Q 

— 

4 

A 

— 

2 

o 

— 

1 

2 — 1 — 

9 

__ 

7 

o 

— 

4 

— 

O 

— 

1 

3 — 1 — 

9 

_ 

6 

9 

— 

4 

— 

5 

— 

2 

4 — 1 — 

9 

— 

5 








5 - 1 — 

9 

— 

4 

6 

to 

5 

is 

5 

to 

4 

6 — 1 — 

3 

— 

1 

7 

— 

5 

,_ 

5 

__ 

3 

7 — 1 — 

9 

— 

2 

8 

— 

5 

_ 

5 

_ 

2 

8 — 1 — 

4 

— 

1 

9 

— 

5 

— 

2 

—• 

1 

3 to 2 is 

8 

to 

7 








4 — 2 — 

4 


3 

7 

to 

6 

is 

4 

to 

3 

5 — 2 — 

8 


5 

8 

— 

6 

— 

2 

— 

1 

6 — 2 — 

2 

_ 

1 

9 

— 

6 

— 

7 

— 

4 

7 — 2 — 

8 

— 

3 








8 — 2 — 

4 

— 

1 

8 

to 

7 

is 

3 

to 

2 

9 — 2 — 

7 

— 

2 

9 

— 

7 

—— 

12 

— 

8 











ODDS ON THE GAME. 


51 


Honors counting at eight points and not at nine, the odds are 
i slightly in favor of the players at eight. It is usual for the players 
at eight points, with the deal, to bet six to five on the game. It is 
; about an even bet, if honors are not claimed at eight points, that the 
i dealers win. As a disinterested piece of advice, however, let us 
add— Don’t bet at all. 

AT SHORT WHIST. 

The following are the generally accepted odds; but it must bo 
j remembered that, in respect of betting, the chances in Short Whist 
[ do not greatly differ from those of the old and, as we think, much 
superior game :— 


ON THE GAME WITH THE DEAL. 


At starting, the odds are about 11 to 10, or perhaps 21 to 20, in 
I favor of the dealers. With an honor turned up, the odds are*nearly 
a point greater in favor of the dealers. 


1 to love is about 

2 — 

3 — 

4 — 


10 to 8 
5 — 3 

3 — 1 

4 — 1 


2 to 1 is about 5 to 4 

3 — 2 — 2 — 1 

3 — 3 — 11—10 

4 — 3 — 9 — 7 


ON THE RUBBER WITH THE DEAL. 


1 to love is about 7 to 4 

2 — 2 — 1 

3 — 9 — 2 

4 — 5 — 1 


The following are given as mere matters of curiosity. 





62 


WHIST. 


It is 50 to 1 against the dealer holding 7 trumps, neither more nor 
less. 

15 to 1 against his holding 6 trumps. 

8 to 1 against his holding exactly five. 

3 to 2 against his holding exactly 4. 

5 to 2 in favor of his holding 3 or more trumps. 

11 to 2 in favor of his holding 2 or more trumps. 

30 to 1 against his holding only the one trump turned up. 

AGAINST AN Y NON-DEALER HOLDING ANY SPECIFIED NUMBER OF 

TRUMPS. 

100 to 1 against his holding exactly 7. 


30 to 1 

44 

44 

6 . 

15 to 1 

44 

44 

5. 

5 to 1 

44 

44 

4. 

3 to 2 

44 

44 

3. 


5 to 2 in favor of his holding 2 or more. 

50 to 1 in favor of his holding 1 trump or more. 

Against the dealer holding 13 trumps, it is calculated to be 158, 
753,389,899 to 1. 

Against his holding 12 trumps, 338,493,367 to 1. 

Against his holding 11 trumps, 3,000,000 to 1. 

Against his holding 10 trumps, 77,000 to 1. 

Against his holding 9 trumps, 3500 to 1. 

Against his holding 8 trumps, 320 to 1. 

Against his holding 7 trumps, 50 to 1. 

These figures are, however, of but small practical utility in Whist 
from the simple fact that now-a-days such odds are seldom or never 
offered or taken. Whist is not a game to gamble at. 

L’ENVOY. 

The reader who has accompanied me thus far will at least acknowl¬ 
edge that there is more in a game at Whist than appears at first sight. 
In the Clubs it is played scientifically ; and with regular players two 
packs of cards are always brought in, kept on the table, and played 
with alternately each deal. This saves some trouble and time, as, 
while the one pack is being gathered by the younger hand, the elder 
hand “ makes” the other. This plan likewise prevents a wide-awake 
player from placing” cards in shuffling, and so obtaining a slight 


GENERAL ADVICE. 


53 


advantage by knowing whereabout in the pack certain cards are 
(likely to be. 

) The reader must not, however, imagine that he is a Whist-player 
jibecause he has read this or any other treatise on the game. An 
ounce of practice is worth a pound of theory; and all that books can 
|do is to teach the theory and principles of the game. Any lady or 
(gentleman can become a good player with a little care and attention. 
The good player will read the rules and maxims with attention, and 
profit by them; but only the real lover and master of the game will 
be able to tell when he may depart from both with safety. There 
is all the difference in the world between slavishly following written 
(instructions and adapting them to particular circumstances. As in 
I life, so in Whist—you must use your own educated judgment if you 
would succeed. Practice makes perfect; and there is no royal road 
to Whist any more than there is to learning. 

My readers will allow me, I am sure, to warn them that Whist is 
an amusement, not a labor ; and that it is best played at the tabic. 
The amateur should never play a card without a reason for it; a bad 
reason is better than playing at random without any reason at all. 
Coolness, memory, and good temper are the three great secrets of 
success at Whist. Play the game well, and be cautious how you 
finesse. Take care of your trumps, and do not throw them away un¬ 
necessarily. It is good play, if you hold four leading cards in a 
suit, to exhaust that suit before you play another; as then, when 
trumps are out, you make a trick by leading the thirteenth card. It 
is judicious to force the strong hand, bad to force the weak one. 
Never throw away a trick without good reason, and avoid ruffing 
your right-hand adversary’s lead, if you can without danger. Es¬ 
tablish your long suit, if possible ; and do not over-trump your right- 
hand opponent without you see absolute necessity. The first object 
is to win the game, the second to save it; therefore, nothing venture 
nothing have. Always return your partner’s lead in trumps ; hav¬ 
ing regard, however, always to your own hand. Endeavor to retain 
the turn-up and a commanding card as long as you can. Inform 
your partner of your strength in trumps by the allowable intimations 
—such as throwing a best card to a partner’s winning card, playing 
the highest of a sequence when fourth player, and so on. Try to 
stop a long suit of your adversaries by playing a trump, without fear 
of being over-trumped. Look carefully at your hand to avoid ma¬ 
king a revoke ; and watch your opponents’ play, in order to detect 


54 


WHIST. 


one. It is quite fair to deceive your adversaries by underplay, and 
the use of the Blue Peter is acknowledged in all companies, though 
it was quite unknown to Hoyle. Endeavor to thoroughly compre¬ 
hend the principle of tenace, as this is a most valuable adjunct at 
Whist. Look well after the score, and play out your long suit as 
soon as you can. The playing of a single card is generally success¬ 
ful, as, if it makes a trick, you can then trump when your partner 
returns the lead, and perhaps establish a see-saw. * 

Patient study and long practice are as necessary to make a good 
Whist-player as to make a good mathematician. But courtesy and 
willingness to acknowledge and forgive errors are no small recom- ! 
mendations : therefore, to lady and gentleman players I may say 
Omnibus Placeto. 


SHOKT WHIST, DUMBY, DOUBLE DUMBY, &c 

SHORT WHIST. 

* 

It is scarcely necessary to expend much time in describing Short 
Whist, its principles being precisely the same as those of the older 
and now almost universal game. The game about which Hoyle wrote 
was Whist, which was, some years ago, cut in half, in order to suit 
the taste of some aristocratic players. The story goes that the oper¬ 
ation was performed by Lord Peterborough, at Bath, in order that 
he might the more quickly recover some heavy losses, or make them 
still heavier. After enjoying considerable popularity for nearly half 
a century, Short Whist is now on the decline. The real differences 
between the two games are very slight, and perhaps it may be suffi¬ 
cient for the reader if I give merely 

THE LAWS OF SHORT WHIST. 

1. The game consists of five points. One point scored saves the 
triple game ; three points, a double. The rubber is reckoned at two 
points. 

[Eight points may therefore be gained in a single rubber.] 

2. Honors cannot be “ called” at any part of the game, and do 
not count at the point of four. 

[In all other respects, honors are reckoned as in Long Whist.] 


< 


SHORT WHIST. 


55 


3. The two highest and two lowest are partners, the lowest cut 
haying the deal. 

[The cards are to be shuffled and cut in precisely the same way as in the old-fashioned 

game.] 

4. An exposed card necessitates a fresh deal. 

5. In cases of misdeal, the deal passes to the next player. 

[Misdeals occur from precisely the same causes as in Long Whist, and need not, there¬ 
fore, be stated.] 

6. No questions as to either hand can be asked after the trick is 
turned. 

[Nor are any questions except tnose admissible in the other game to be asked.] 

7. Any card played out of turn, or shown accidentally, can be 
called. 

8. A revoke is subject to the penalty of three tricks. 

[Taken as in Long Whist.] 

9. The side making the revoke remains at four, in whatever way 
the penalty be enforced. 

10. Lookers-on must not interfere, unless appealed to by the ma¬ 
jority of the players. 


It is not necessary to dilate upon the best method of playing each 
separate hand at this game, because whatever is useful and true at 
Long Whist is equally useful and true at Short Whist. “ The pe¬ 
culiarities of the short game,” says a recent writer, “ call for special 
appliances. This should act as stimulants to the player, and rouse 
his energy.” But what these special appliances are it is difficult to 
discover, seeing that the two games are identical in every thing but 
length. The only advantage of the short game lies in the more for¬ 
cible use that can be made of trumps. “ Trumps,” says Carleton, 
“ should be your rifle-company ; use them liberally in your manoeu¬ 
vres ; have copious reference to them in finessing, to enable you t" 
maintain a long suit. Should you be weak in trumps, ruff a doubt¬ 
ful card at all times; with a command in them, be very chary of that 
policy. Let your great principle always be to keep the control of 
your adversaries’ suit, and leave that of your partner free. If you 
see the probable good effect of forcing, decide which of your adver¬ 
saries you will assail, but do not attempt them both at once. Let it 
be the stronger if possible. When you force both hands opposed to 



56 


WHIST. 


you, one throws away his useless cards ; while the chance is, the oth 
er makes trumps that, under other circumstances, would have been 
sacrificed.” And so, et cetera ad infinitum. Deschapelles, who is 
the French Hoyle without his science, but with double his power of 
writing, says of Short Whist:—“When we consider the social feel¬ 
ings it engenders, the pleasure and vivacity it promotes, and the ad¬ 
vantages it offers to the less skilful player, we cannot help acknowl¬ 
edging that Short Whist is a decided improvement upon the old 
game.” All this is, however, open to argument; and therefore de 
gustibus non est. • 

DUMBY, OR THREE-HANDED WHIST. 

This game is precisely the same as Long Whist, only that one 
player takes two hands, one of which he holds in the usual manner, 
and the other he spreads open on the table. The rules are the same. 

Another Game is played by three persons, in which two Nines 
and Fours, and one of the Fives is cast out from the pack, and each 
player plays on his own account. 

A third way of playing Three-handed Whist is to reject the fourth 
hand altogether, and allow it to remain unseen on the table. Each 
player then takes the miss, or unseen hand, in exchange for his own, 
if he thinks fit. Each player stands on his cards, and the best hand 
must win. There is, however, room for finesse, and the player who 
sees two hands—the miss, and that first dealt to him—has an unde 
niable advantage. 


TWO-HANDED WHIST. 

This game is either played as Double Dumby, by exposing two 
hands and playing as with four players, or by rejecting two hands, 
and each player making the best he can of his own hand. In these 
games each honor counts as one point in the game. There is but 
small room for skill in any of the imperfect Whist-games, and the 
player who is acquainted with the real old-fashioned game need not 
be told how to play his cards at Dumby or French Humbug. At 
best, these games are inferior to Cribbage, Ecarte, All-Fours, or any 
of the regular two-handed games. 


EUCHRE. 


57 


EUCHRE. 

The game of Euchre is played with thirty-two cards ; all below 
the denomination of seven-spot being rejected. Four persons con¬ 
stitute the complement for the game, and partners are determined 
by dealing and turning up one card to each; those receiving the 
two lowest cards, and vice versa , being associated together. 

The value of the cards in Euchre is the same as in Whist, All- 
Fours, and other games, excepting that the Knave of the suit cor¬ 
responding with the trump is called the Bight Bower , and is the 
highest card of the hand; and the other Knave of the same color 
is called the Left Bower , and is the card of second importance. For 
example: if Hearts should be turned trump, the Knave of Hearts 
is the highest card, the Knave of Diamonds second in value, and 
the Ace, King, Queen, &c., of Hearts, then come in their regular 
order, as at Whist. When the Knaves are of the opposite color 
from the trump card, they rank no higher than at Whist. 

The players usually cut for deal, and he who cuts the lowest card 
is entitled to the deal, and that is accomplished by giving the eld¬ 
est hand, or first person to the left of the dealer, two cards, and so 
on all around, and then dealing an additional three cards to each 
player, in the same order. Regularity should be observed in deal¬ 
ing, and no party should be allowed to receive from the dealer, in 
any round, more than the number of cards given to the eldest 
hand. For instance, if the dealer begins by giving the left-hand 
player two cards, he cannot be allowed to vary, so as to give an¬ 
other three, and then two again, but must continue as he began. 
The proper manner of dealing is as we pointed out at the outset, 
and should be rigidly observed. 

The advantage which accrues to the dealer is manifest. From 
the manner in which cards are played in all games, those of a cor¬ 
responding suit will necessarily fall together, and therefore the 
dealer enhances his prospects thirty-three and one-third per cent, 
for an additional trump by dealing three cards last round, for then 
he has the three immediately preceding the trump, when if he had 
begun the deal with three cards, he would end by having only the 
two cards preceding the trump. 

After five cards have been dealt to each player, in the order as 


58 


ETTCHEE. 


above, the dealer turns up the top card on the pack or talon, which 
is called the trump. After the first hand, the deal passes to each 
player, in rotation. 

The game consists of five points—the parties getting that num¬ 
ber first being winners—and the points are indicated by the num¬ 
ber of tricks taken by the players. If all the tricks are taken by 
one side it constitutes what is technically termed a march, and en¬ 
titles the fortunate parties to a count of two ; and it is necessary : 
to take three tricks in order to count one, or “ make a point,” as it 
is called. Taking four tricks counts no more than three. 

When the trump is turned, the first person to the left of the 
dealer looks at his cards, for the purpose of determining what he 
intends to do, whether to “ pass ” or “ order the trump up; ” ; 
and this, to a certain extent, will depend upon the strength of his 
hand. If he holds cards of sufficient value to secure three tricks, 
he will say, “ I order it up,” and the dealer is then obliged to take 
the card turned up, and discard one from his hand; and the card ' 
thus taken up becomes the trump. If the eldest hand has not 
enough strength to order it up, he will say “ I pass,” and then the 
partner of the dealer has to determine whether he will “pass” or 
“ assist.” If he has enough, with the help of the card his partner 
has turned, to make three tricks, he will say, “ I assist,” and the , 
card is taken up as before. If he passes, then it goes to the third 
hand, who proceeds exactly as the eldest hand. Should all the \ 
players pass, it becomes the dealer’s privilege to announce what he • 
will do, and if he thinks he can take three tricks, he says, “ I take j 
it up,” and immediately discards his weakest card, placing it under ' 
the remainder of the pack, and instead of the card thus rejected ; 
he takes that turned up, which remains the trump. It is not con- 
sidered en regie for the dealer to remove the trump card until after ; 
the first trick has been taken, unless he needs-it to play. It is let ‘ 
lay, that every one may see what the trump is. We may as well 
state here that it is always the dealer’s privilege to discard anyone ^ 
card in his hand, and take up the trump card; and this holds good 'l 
whether he is assisted by his partner, is ordered up by his adver- $ 
saries, or takes it up himself. This gives the parties having the 
deal an advantage about equal to one trick. Should the dealer not 
be confident of winning three tricks, he says, “ I turn it down,” 
and at the same time places the tum-up card face down on the 


TECHNICAL TERMS. 


59 


pack. Should all the players decline to play at the suit turned 
up, and the dealer turn it down, the eldest hand is then entitled to 
make trump what he chooses (excepting the suit already turned 
down.) If the eldest hand is not strong enough in any suit, and 
does not wish to make the trump, he can pass again, and so it will 
go in rotation, each one having an opportunity to make the trump 
in his regular turn, to the dealer. If all the players, including the 
dealer, decline the making of the trump, the deal is forfeited to the 
eldest hand. The eldest hand, after the dealer has discarded, opens 
the game, and leads any card he chooses. The person playing the 
highest card takes the trick, and he in his turn is obliged to lead. 
In this manner the game proceeds, until the five cards in each 
hand are exhausted. Players are required, under penalty of the 
loss of two points, to follow suit. If, however, they cannot, why 
then they may throw away a small card or trump at their pleas¬ 
ure. 

The trey and quatre are used in marking game. The face of the 
trey being up, and the face of the quatre down on it, counts one, 
whether one, two or three pips are exposed; the face of the quatre 
being up, and the trey over it, face down, counts two , whether one, 
two, three, or four of the pips are shown ; the face of the trey up¬ 
permost counts three ; and the face of the quatre uppermost counts 
four. The deuce and trey are now rarely used as counters, being 
more liable to mistakes. 

It may be laid down as one of the general rules of Euchre, that 
whatever is undertaken by a player must be accomplished, in order 
to make the point. For instance, if I adopt, or order up tke trump, 
and fail in securing three tricks, it is called being “ Euchred,” and 
entitles the opponents to a count of two ; or if I make the trump 
after the original one has been turned down, and do not secure 
three tricks, I am also “ Euchred,” and it counts as before. There¬ 
fore it will be perceived, that in order to properly play the game 
one should have, in addition to the ordinary rules, a thorough 
knowledge of the theory of chances as they apply to this game, 
and exercise it judiciously. 

TECHNICAL TERMS USED IN EUCHRE. 

Adopting.—Synonyme— 11 Taking it up.” This is the privilege of 
the dealer, after the others have passed, to discard an inferior card, 


60 


EUCHRE. 


and use instead tlie trump card turned up. The words used are, 
“I take it up.” 

Alone .—Playing without the assistance of your partner, when 
you have a hand which it is probable would take five tricks. The 
words are, “ I play alone,” or “ Alone,” or “ Cards away,” or “ I 
try it.” 

Assist. —If, when your partner deals, and the eldest hand passes, 
you know by your hand alone, or by comparing it with the deck- 
head, that you can make three tricks, you may say to him, “ I 
assist.” This is equivalent to ordering up the trump into his hand, 
for he thereupon discards his poorest card, and the trump card is 
his to play when he needs it. 

Bower .—The Jack or Knave of the trump suit, and of the suit 
of the same color. 

Bridge .—This is where one side has scored four, and the other . 
one or two. When your opponents have one or two and you have 
four, if you are eldest hand, unless you have one trick certainly in 
your hand—that is, the right bower, or the left bower guarded— 1 
you will order it up whether you have a trump or not, to prevent 
them going alone, and making four tricks. 

Gall .—The right to demand an adversary to play an exposed 
card. 

Coat-Cards .—The Bower, King and Queen, from the fact that they 
are coated, or dressed. 

Court-Cards .—The same as coat-cards. 

Gross the Suit .—To make a trump of a different color from the 
card turned up by the dealer. 

Cut .—To separate the shuffled pack into two parts, a right pos¬ 
sessed by the right-hand opponent. 

Beal .—To distribute the cards to which each player is entitled. 
You give each player five cards, in two rounds, commencing with 
your left-hand opponent. You begin by first dealing two cards to 
each, and then three, or vice verca. 

Discard .—Putting a card out of the dealer’s hand, face down, 
under the pack, when he “ takes it up ” in lieu of the trump card 
on the deck. 

Dutch It .—To make a trump of the color that is turned down. 

Eldest Hand .—The left-hand adversary of the dealer, so called 
because he is the first to play. 



TECHNICAL TERMS. 


G1 


Euchre. —The failure of that side which makes, orders up, or 
takes up a trump, to taka three tricks ; this failure scoring two 
points to their adversaries. 

Face-Card. —The coat-cards. 

Finesse. —This is where a player holding the best and third best 
trump, plays the latter first, taking the risk that his opponents do 
not hold the second best trump, or that his partner does. In either 
case he wins the two tricks. 

Force. —To lead a suit of which your opponents hold none, thus 
obliging them to trump or lose the trick. 

Go Alone. —Synonymous with “ play alone.” 

Hand. —The five cards dealt to each player. 

Intimation. —Any thing passing from one partner to another, by 
which the latter knows Row to play. 

Lay-Card. —Any card other than trump. 

Lay-Suit. —Any suit not a trump. 

Left Bower. —The Knave of the same color as the trump suit. 

Left Bower Guarded. —The Left Bower protected by another 
trump. 

Lone Sand. —A hand so strong in trumps alone, or in trumps, 
guarded by high cards of a lay suit, that it will probably win five 
tricks if its holder plays alone. 

Lone Player. —The one playing without his partner. 

Love Game. —Scoring five points to your adversary’s none. 

Making the Trump. —Naming a new suit for trump, after the 
dealer has turned the trump card down. 

March. —Where all the tricks are made by one side. 

Next in Suit. —The same as Dutch It. 

Numerical Cards. —Those neither ace nor face. 

Ordering Up. —Requiring the dealer and his partner to play the 
trump as it has been turned. 

Partner. —The one joined with you in playing against your 
adversary. The penalty of the miscondnct of one partner falls 
on both. 

Pass. —To decline to play at the trump turned up. 

Pass Again. —To decline the privilege of making a new trump, 
after the first has been turned down. 

Play Alone. —To play a hand without one’s partner. 

Point. —One of the five required for the game. 


62 


EUCHRE. 


Rank. —The relative power of the cards, commencing and going 
down, in trumps, as follows: Eight .Bower, Left Bower, Ace, 
King, Queen, Ten, Nine, Eight, Seven; but in the Lay Suits the 
Jacks take place between the Queens and Tens. 

Responsible. —The party who order up a trump, assist, make a 
trump, or take it up. 

Revoke. —Playing a card of a different suit from that demanded. 
This is sometimes vulgarly called renig. 

Right Bower. —The Jack of trumps. 

Right Bower Followed. —The Eight Bower with another trump 
behind. 

Round. —The four cards in a trick. 

Rubber. —The best two of three games. 

Ruffing. —Another term for trumping a suit other than trumps. 

Score. —The points gained in a game or rubber. 

Sequence .—The numerical succession of cards of the same color. 

Shuffle .—To mix the cards before dealing. 

Side-Cards. —Lay cards. 

Slam. —Love-game, vulgarly called “ a skunk.” 

Taking it Up. —Indorsing the trump by the dealer, and discarding 
another card for it, after the rest have passed. 

Talon. —The cards remaining in the pack after a deal. 

Tenace. —Where the last player holds in his hand the highest 
and third best of the cards out. 

Throw Away.— To play a worthless card on a trick, when you 
cannot follow suit, and do not desire to trump; as, for instance, 
where it is your partner’s. 

Throwing Up. —Tossing one’s cards on the table. 

Trump. —The suit turned up, or made the commanding suit. 

Trump Card. —The card which is turned up by the dealer after 
the hands have been dealt around. 

Turn Down. —The trump card which is turned face downward on 
the talon by the dealer, after all have passed. 

Underplaying. —Following suit and winning with a low card, 
when you have one in your hand superior to your adversary’s. 


THE LAWS OF EUCHRE. 


63 


THE LAWS OF EUCHEE. 

SCORING. 

1. A game consists of five points. If the side who adopt, make, 
or order up a trump, take— 

1. Five tricks, they score two points. 

II. Three tricks, they score one point. 

III. Four tricks count no more than three. 

IY. If they fail to take three tricks they are euchred, and the 
opposing party score two points. 

2. When a player who plays alone takes— 

I. Five tricks, he scores four points. 

II. Three tricks, he scores one point. 

III. If he fail to take three tricks he is euchred, and the oppos¬ 
ing party score two points. 

[The author of an excellent treatise on the game (The Law and Practice of the 
Game of Euchre. By a Professor.) argues that the party who is euchred when 
playing alone, counts his opponents four points. We cannot, however, see the 
justice of such a claim. It seems clear enough to us why the two who play against 
a lone hand should score but two for a euchre. They only make a euchre—three 
tricks—while, to score four, the single player must get all five. If he takes three, 
he scores but one; if they take three, they score two. This is the established odds 
of the game. It might be reasonable to let them score four, if they take all the 
tricks; but this will never occur.] 

3. The penalty for a revoke takes precedence of all other scores. 

4. An error in count can be rectified at any time before the next 
deal is completed. 

SHUFFLING AND CUTTING. 

5. At the outset of the game each player cuts for the deal, and 
the lowest cut deals. If there be a tie, the parties tied cut again. 
The players cutting the two highest cards play against those cut 
ting the two lowest. 

6. In cutting, the Ace is lowest, and the other cards rank as at 
Whist. 

7. Should a player expose more than one card, he must cut- 
again. 

8. The cards may be shuffled by any player who demands that 
privilege, but the dealer has always the right to shuffle last. 


64 


EUCHRE. 


9. The cards must be cut by the right-band opponent before 
they are dealt. 

10. A cut must not be less than four cards removed from the top, 
nor must it be made so as to leave less than four cards at the bot¬ 
tom ; and the pack must be put on the table for the cut. 

DEALING AND DISCARDING. 

11. After the first deal, the right of dealing goes to the left. 

12. In dealing, five cards must be distributed to each player by 
the dealer, who may begin by giving first two, and then, three 
cards to each, or vice versa; but whichever course is adopted by 
him must be strictly adhered to until the deal is completed: he 
must not begin by dealing two to one, three to the next, and so 
on. When this rule is violated the adverse side may claim a new 
deal, provided that they have neither of them seen their own hands. 

13. A misdeal forfeits the deal, and the following are misdeals :— 

I. A card too many or too few given to either player. 

II. Dealing the cards when the pack has not been properly cut; 
the claim for a misdeal in this case must be made prior to the 
trump card being turned, and before the adversaries look at their 
cards. 

14. Whenever a misdeal is attributable to any interruption by 
the adversaries, the deal will not be forfeited. Hence, if an adver¬ 
sary touch his cards during the deal, and the dealer’s partner has 
not done so, no misdeal can be claimed. 

[Case.—A, having misdealt, claimed exemption, on the ground of his opponent hav¬ 
ing interrupted him, by questioning his title. Decision.— Claim allowed.] 

15. If, whilst dealing, a card be exposed by the dealer or part¬ 
ner, should neither of the adversaries have touched their cards, the 
latter may claim a new deal, but the deal is not lost. 

16. If, during the deal, the dealer’s partner touch any of his 
cards, the adversaries may do the same without losing their privi¬ 
lege of claiming a new deal should chance give them that option. 

17. If an opponent displays a card dealt, the dealer may make a 
new deal, unless he or his partner have examined their own 
cards. 

18. If a deal is made out of turn, it is good, provided it be not 
discovered before the dealer has discarded, and the eldest hand has 

led. 


THE LAWS OF EUCHRE. 


65 


19. If a card is faced in dealing, unless it be the trump card, a 
new deal may be demanded, but the right to deal is not lost. 

20. If the pack is discovered to be defective, by reason of having 
more or less than thirty-two cards, the deal is void; but all the 
points before made are good. 

21. The dealer, unless he turn down the trump, must discard 
one card from his hand and take up the trump card. 

22. The discard is not complete until the dealer has placed the 
card under the pack ; and if the eldest hand makes a lead before 
the discard is complete, he cannot take back the card thus led, but 
must let it remain. The dealer, however, may change the card 
he intended to discard and substitute another, or he may play 
alone notwithstanding a card has been lead. After the dealer 
has quitted the discarded card, he cannot take it in hand again 
under any circumstances. 

23. After the discard has been made, the dealer must let the 
trump card remain upon the talon until it is necessary to play it 
on a trick. After the trump card has been taken in hand, no 
player has a right to demand its denomination, but he may ask for 
the trump suit and the dealer must inform him. 

24. Should a player play with more than five cards, or the dealer 
forget to discard and omit to declare the fact before three tricks 
have been turned, the party so offending is debarred from count¬ 
ing any points made in that deal, and the deal is lost. Under 
the above circumstances, should the adverse side win, they may 
score all the points they make. 

OF PLAYING OUT OF TURN, AND EXPOSED CARDS. 

25. All exposed cards may be called, and the offending party 
compelled to lead or play the exposed card or cards when he can 
legally do so, but in no case can a card be called if a revoke is 
thereby caused. See Law 39. The following are exposed cards :— 

I. Two or more cards played at once. 

II. Should a player indicate that he holds a certain card in his 
hand. 

III. Any card dropped with its face upwards. 

IY. All cards exposed, whether by accident or otherwise, so that 
an opponent can distinguish and name them. 

26. If any player lead out of turn, his adversaries may demand 


66 


EUCHRE. 


of Tirm to withdraw his card, and the lead may be compelled from 
the right player, and the card improperly led be treated as an 
exposed card, and called at any time during that deal; provided 
no revoke is thereby caused. 

27. If any player lead out of turn and the mislead is followed 
by the other three, the trick is completed and stands good; but if 
only the second, or the second and third, have played to the false 
lead, their cards, on discovery of their mistake, are taken back, and 
there is no penalty against any one except the original offender, 
whose card may be called. 

28. If any player play out of turn, his opponents may compel 
him to withdraw his card, and the card improperly played may be 
treated as an exposed card, and called at any time during that 
deal, provided no revoke is thereby caused. 

29. If any player trump a card in error, and thereby induce an 
opponent to play otherwise than he would have done, the latter 
may take up his card without penalty, and may call upon the 
offender to play the trump at any period of the hand. 

30. If two cards be played, or if the player play twice to the 
same trick, his opponent can elect which of the two shall remain 
and belong to the trick. Provided, however, that no revoke be 
caused. 

[But if the trick should happen to be turned with five cards in it, adversaries may 
claim a fresh deal.] 

31. If a player supposing that he can take every trick, or for 
any other reason, throw down his cards upon the table with 
their faces exposed, the adverse side may call each and all of the 
cards so exposed, as they may deem most advantageous to their 
game, and the delinquent party must play the exposed cards 
accordingly. 

[Case.—In four-handed Euchre, if the dealer, playing alone, throws his hand upon 
the table, having the two bowers, ace, king and nine of trumps, can his left-hand 
adversary call for the nine of trumps upon his own lead of the queen ? and must the 
dealer play the called card ? Decision .—In this special case the dealer would not be 
compelled to play the nine. At Whist, by exposing his card or cards a player gives 
knowledge to his partner; and hence the rule that such may be called for, and must 
be played. In the case submitted to us, the dealer played alone, consequently he 
had no partner to whom he could convey information. His hand was invincible. If 
one of his opponents had had all the other trumps, it would not have availed to stop 
the march. Hence, the dealer was not bound to play the nine on the queen. The 
stringent rule of Whist cannot be extended to Euchre in a case where the reason for 


THE LAWS OF EUCHRE. 


67 


the rule is wanting. Under other circumstances, if a player shows a card, it can he 
called.] 

THE REYOKE. 

32. When a revoke occurs, the adverse party are entitled to add 
two points to their score. 

33. If a suit is led, and any one of the players, having a card 
of the same suit, shall play another suit to it—that constitutes a 
revoke. But if the error be discovered before the trick is quitted, 
or before the party having so played a wrong suit or his part¬ 
ner, shall play again, the penalty only amounts to the cards being 
treated as exposed, and being liable to be called. 

34. When the player, who has made a revoke, corrects his error, 
his partner, if he has played, cannot change his card played ; but 
the adversary may withdraw his card, and play another if he elects 
to do so. 

35. When a revoke is claimed against adversaries, if they mix 
their cards, or throw them up, the revoke is taken for granted and 
they lose the two points. 

36. No party can claim a revoke after cutting for a new deal. 

37. A revoke on both sides forfeits to neither; but a new deal 
must be had. 

38. If a point has been made by a revoke, it must be taken from 
the Score of the offender. 

39. A party refusing to play an exposed card on call, forfeits 
two to his opponents, as in a revoke. 

MAKING- THE TRUMP, AND PLAYING ALONE. 

40. Any player making a trump cannot change the suit after 
having once named it; and if he should by error name the suit 
previously turned down, he forfeits his right to make the trump, 
and such privilege must pass to the next eldest player. 

41. A player may only play alone when he adopts, orders up, or 
makes a trump; or when his partner assists, orders up, or makes a 
trump. He cannot, however, play alone with a trump he has 
passed, or with a trump, the making of which he has passed ; nor 
can he play alone after a lead has been made by himself, or by his 
opponents. See Laws 22 and 45. 

42. A player cannot play alone when he or his partner is ordered 


68 


EUCHRE. 


up by an opponent, or wben tbe opposite side adopts or makes tbe 
trump. Only tliose can play alone who have legally taken the 
responsibility of the trump and may be euchred ; therefore, when 
one player legally elects to play alone, neither of his opponents 
may play alone against him. 

[For Example. —A and B are partners against C and D; A deals; C orders it up, 
and thus prevents A and B playing alone ; but either C or D may play alone, pro¬ 
vided the latter claims the privilege before C plays a card. Suppose C passes, and B 
assists or orders it up; neither C nor D can play alone, but B or A may, provided 
either claims the privilege before C plays, and C must not play until A has discarded. 
Suppose C and B both pass, D may now order up and play alone, but neither of the 
others can. Suppose C, B, and D pass, and A takes it up—of course he can play it 
alone, hut neither of the others can. Suppose A passes, i. e., turns it down, and C makes 
the trump; the case stands then precisely as it would have stood had he ordered up 
the trump first turned ; and so, if C passes a second time, and B makes the trump, the 
case stands as it would have stood had B ordered up the turned card. If, however, C 
and B both pass, and D makes the trump, he may play alone, but neither of the others 
can. And, in like manner, if C, B, and D pass, A may make the trump, and he play 
alone, subject to the provision already named—that the privilege is claimed before a 
card is played.] 

43. 'When a player having the right to play alone, elects to do so, 
his partner cannot supersede him and play alone instead. 

[In declaring to go alone when it is his turn to settle the game and confirm, or make 
the trump, as tbe case may be, the partner binds the adversaries, and consequently 
binds himself and his partner. It is not a question between partner and partner, but 
between the partner and the opposing players. The partner, by confirming the trump 
and declaring to play alone, has settled the game and cut off the opponent’s right, 
who is third man. It follows that, as he has been allowed to do this, his action must 
at the same time have cut off the right of his own partner to change the game. It 
would be a change for him to substitute himself for the player who has declared to 
play alone. Whenever this declaration is made by a player who has the “ say,” it 
creates an obligation on the other side to play against a lone hand, and one on his 
part to play the lone hand. This obligation his partner cannot be permitted to 
break.] 

44. When a player announces that he will play alone, his part¬ 
ner must place his cards upon the table face downwards, and 
should the latter expose the face of any of his cards, either by 
accident or design, his opponents may compel him to play or not 
to play with his partner, at their option. 

45. A player who goes alone, must announce his intention in a 
clear and audible way and tone, so that no doubt can be enter¬ 
tained of his design. If he expresses his purpose in a vague 
and ambiguous manner, so that it is not clearly understood by 
his adversaries, and he or they make a lead, he forfeits his privi¬ 
lege, and must play with his partner. See Law 22. 


ON ADOPTING, OR TAKING DP THE TRUMP. 


69 


INTIMATIONS BETWEEN PARTNERS. 

46. If a player indicates his hand by words or gestures to his 
partner, directs hi m how to play, even by telling him to follow the 
rules of the game, or in any way acts unfairly, the adversary scores 
one point. 

47. If a player, when they are at a bridge, calls the attention 
of his partner to the fact, so that the latter orders np, the latter 
forfeits the right to order up, and either of the opponents may 
play alone, if they choose so to do. 

[“ What are trumps? ” “Draw your card.” “ Can you not follow suit ? ” “I 

think there is a revoke ? ” The above remarks, or those analogous, are the only 
ones allowed to be used, and they only by the person whose turn it is to play.] 

48. No player has a right to see any trick but the last. 

ON ADOPTING, OE TAKING UP THE TEUMP. 

As to what constitutes a sufficient force of cards to take the 
trump up, is a matter of considerable importance to the player. 
The purpose being to make a point, of course there must be a 
reasonable probability of securing three tricks, and this probabil¬ 
ity should be made, to a certain extent, dependent upon the posi¬ 
tion of the game. If the dealer should be three or four on the 
score, while the opponents are one or two, the deal might be 
passed by turning the trump down, and still the chances of gain¬ 
ing the game be not materially reduced; but if the position should 
be reversed, why then the dealer would be warranted in attempt¬ 
ing the hazard upon a light hand, as the prospects of defeat with 
the deal in his favor would be no greater than the percentage of 
the same against him. Of course, any player would know that 
his success would be beyond peradventure, if holding both Bowers 
and the Ace; but the moment you attempt to point out what any 
thing less would avail, you depart from the scope of argument, 
predicated upon substantial bases, to the unsubstantial realms of 
hypotheses. Any thing less than both Bowers and the Ace might 
be Euchered, and the plodding player who exhausted his time in 
the search of absolute certainty might be beaten a hundred times 


70 


EUCHRE. 


by the cards which he had rejected. It is generally accepted as 
“ sound doctrine,” that three trumps—two of them being Court 
Cards, backed by a Lay Ace—is sufficient to attempt a point. The 
player must note the state of the game, and act accordingly. If 
the game stand four and four, it is better for you to take up the 
trump on a small hand than to leave it for your adversaries to 
make. Suppose the game is three and three, you should be very 
careful of adopting the trump on a weak hand, because a Euchre 
puts your opponents out. 

ON PASSING- AND ORDERING UP. 

No prudent player will “order” the trump unless he holds 
enough to render his chances of success beyond reasonable doubt. 
There are times and positions of the game when, however, there 
would be no imprudence in ordering up upon a light hand; for 
instance, supposing the game to stand four and four, the dealer 
turns the trump, and either the eldest or third hand has an ordi¬ 
nary good show of cards, with nothing better of another suit, there 
it would be proper to “order up,” for, should the trump be turned 
down, your chances of success would be lost, and in case you are 
Euchred, it would but give the game to those who would win it 
anyhow at another suit. 

If the position of the player is eldest hand, and a suit should be 
turned, in which he receives both Bowers and another large trump, 
and he has also two cards of the corresponding suit in color, it 
would clearly be his policy to pass, for the obvious reason, that if 
the dealer’s partner should assist, he would be enabled to Euchre 
the opposing side, and, if the trump were turned down, his hand 
would be just as good in the next suit; and having the first op¬ 
portunity of making the trump, he could go it alone, with every 
probability of making the hand and scoring four. 

Should the eldest hand hold the right Bower, Ace, or King, and 
another small trump, and a card of the same color as the trump 
suit, it would be good play to pass; for if your adversaries adopt 
the trump, you will, in all probability, Euchre them ; and if they 
reject it, you can make the trump next in suit, and the chances of 
scoring a point are in your favor. 

When you are four, and hold commanding trumps sufficient to 


ON ASSISTING. 


71 


make a sure point, order up, particularly if you are eldest hand, 
for then you will take your opponent’s deal. 

As a general rule the eldest hand should not order up the trump 
unless he has good commanding cards, say, Eight Bower, King and 
Ten of trumps, with a Lay Ace of a different color, or Left Bower, 
King, and two numerical trumps. The player at the right of the 
dealer should hold a very strong hand to order up the trump, 
because his partner has evinced weakness by passing, and if the 
opposing side turn down the trump, his partner has the first say 
to make a new trump. 

ON MAKING THE TBUMP. 

In case the dealer turns the trump down, the eldest hand has the 
privilege of making it what he pleases, and the rule to be generally 
followed is, if possible, to Dutch it, i. e., to make it next in suit, or 
the same color of the trump turned. The reason for this is very 
evident. If Diamonds should be the trump turned, and the dealer 
refuse to take it up, it would be a reasonable supposition that 
neither of the Bowers were in the hands of your opponents; for if the 
dealer’s partner had held one of them, he would in all probability, 
have assisted; and the fact of its being turned down by the dealer 
also, raises the presumption that he had neither of them. Then, 
in the absence of either Bower, an otherwise weak hand could 
make the point in the same color. For reverse reasons, the part¬ 
ner of the dealer would cross the suit, and make it Clubs or 
Spades; as his partner had evidenced weakness in the red suits, by 
turning a red card down, it would be but fair to presume that his 
strength was in the black. 

Be careful how you make the trump when your adversaries have 
scored three points, and as a general rule, do not make or order 
up a trump unless you are eldest hand, or the dealer’s partner. 

ON ASSISTING. 

“ Assisting ” is where your partner is the dealer, and, with the 
help of the card he has turned trump, you deem your hand suffi¬ 
cient to take three tricks. In other words, suppose the Ace of 
Hearts to be turned, and you hold the Left Bower and King : you 
say to your partner, “ I assist,” and then he is obliged to take up 


72 


EUCHRE. 


the Ace turned, and discard, the same as though he had taken it 
up voluntarily. Two Court Cards is considered a good assisting 
hand; but where the. game is very close, of course it is advisable 
to assist, even upon a lighter hand; for if the game stands four 
and four, the first hand will “ order up,” if the card turned is the 
best in his hand, and therefore the fact of his passing would be 
an evidence of weakness. 

"When assisted by your partner, and you hold a card next in 
denomination to the card turned up (whether higher or lower), 
play it as opportunity offers. For instance, if you turn up the 
Ace, and hold either the Left Bower or King, when a chance oc¬ 
curs play the Bower or King, and thus inform your partner that 
you have the Ace remaining. The same policy should be adopted 
when your partner assists and you have a sequence of three trumps, 
the trump card being the smallest of the three, in such a situation 
invariably play the highest card of the sequence, this will inform 
your partner that you hold the balance of the sequence, and with 
this knowledge he can shape his play to suit circumstances. Sup¬ 
posing the King is turned up and you hold the Queen and Ten 
spot, when an occasion presents itself, play the Queen, and if your 
partner is au fait at the game he will know you have the Ten spot 
in your hand. 

As a general rule, always assist when you can take two tricks. 
OK THE LONE HAND. 

There is still another privilege allowed the holder of a good 
hand, and that is to play it alone. If from the fulness of your ] 
hand there is a reasonable probability that you can secure all the i 
tricks, you play it alone, or without the assistance, of your partner, ! 
and if successful you are entitled to a score of four points. 

In order to avail yourself of the privilege of going alone, it is 
necessary that you should assume the responsibility of the trump ; 1 
that is, you must adopt, order up, or make the trump; or your ] 
partner must assist, order up, or make the trump ; but you cannot | 
play alone with a trump you have passed, or with a trump, the I 
making of which you have passed. Having complied with the ] 
above requirements, there is no abridgment to the right to play ; 
alone, except when the attempt has been anticipated by your I 
adversary ordering up the trump, which a prudent player will 


THE BRIDGE. 


73 


always do in certain positions of the game (See “ The Bridge.”) 
Should your partner announce that he will play alone, you cannot 
supersede him and play alone yourself, but must place your cards 
upon the table face downwards, no matter how strong your hand 
may be. You must also bear in mind, that in order to avail your¬ 
self of the privilege of playing alone, it is necessary to declare your 
intention of doing so distinctly, and in plain terms, thus : “ I play 
alone ; ” if you fail to do this, and the adverse side make a lead, 
you forfeit all claim to the privilege. You must aiso be careful 
and make the announcement in good season; if you neglect to do 
so, and the adverse side make a lead, or if you lead yourself be¬ 
fore declairing your intention of playing alone, you lose the right, 
and your opponents may compel you to play with your partner. 

Some players have an absurd notion that one side may play 
alone against the other, and in case of the failure of the original 
player to take three tricks, that the adverse side may score four 
points. This is, however, directly opposed to the axiom in Euchre, 
that only those can play alone who take the responsibility of 
the trump, and incur the chance of being Euchred. 

In playing a lone hand, it is always a great advantage to have 
the lead. The next advantage is, to have the last play on the first 
trick, therefore the eldest hand and the dealer may assume the 
responsibility of playing alone on a weaker hand than either of the 
other players. 

"When your opponent is playing alone, and trumps a suit you 
or your partner leads, be sure and throw away all cards of that 
suit upon his subsequent leads, provided you do not have to follow 
suit. 

When opposing a lone hand, and your partner throws away high 
cards of any particular suit, you may be sure that he holds good 
cards in some other suit; you should therefore retain to the last 
the highest card you hold of the suit he throws away (if you have 
one) in preference to any other card, unless it be an Ace of some 
suit. (See “ The Lead,” page 75.) 

THE BBIDGE. 

If one side has scored four, and the other one, such position is 
called a “ bridge,” and the following rule should be observed: 

4 


74 


DISCARDING. 


To make the theory perfectly plain, we will suppose A and B to 
be playing against 0 and D, the former being four in the game and 
the latter but one. 0 having dealt, B first looks at his hand, and 
finds he has but one or two small trumps; in other words, a light 
hand. At this stage of the game, it would be his policy to “ order 
up ” the trump, and submit to being “Euchred,” in order to remove 
the possibility of 0 or D playing it alone; for if they should, by 
good fortune, happen to succeed, the score of four would give them 
the game; when, if it were ordered up, the most that could he done 
would be to get the Euchre, and that giving but a score of two, the 
next deal, with its percentage, would in all probability give A and 
B enough to make their remaining point and go out. If, however, 
B should have enough to prevent a lone hand, he can pass as usual, 
and await the result. The Right Bower or the Left Bower guarded 
is sufficient to block a lone hand. 

The eldest hand is the only one who should order up at the bridge, 
for if he passes, his partner may rest assured that he holds com¬ 
manding cards sufficient to prevent the adversaries making a lone 
hand. If, however, the eldest hand passes, and his partner is toler¬ 
ably strong in trumps, the latter may then order up the trump to 
make a point and go out, for by the passing of the eldest hand his 
partner is informed that he holds one or more commanding trumps, 
and may therefore safely play for the point and game. 

The eldest hand should always order up at the bridge when not 
sure of a trick: the weaker his hand, the greater the necessity for 
doing so. 

DISCARDING. 

When the dealer takes the trump up before the play begins, it is 
his duty to “ discard ” or reject a card from his hand, in lieu of the 
one taken up. We will suppose the Ten of Hearts to be turned, and 
the dealer holds the King and Right Bower, with the Ace and Nine 
spot of Clubs and King of Diamonds: the proper card to reject would 
be the King of Diamonds, for there would be no absolute certainty 
of its taking a trick. The Ace might he held by the opponents, and 
by retaining the Ace and Nine spot of Clubs, the whole suit of Clubs 
might be exhausted by the Ace, and then the Nine spot might be 
good ; or, if the trump should be one of the red suits, and the dealer 
held three trumps and a Seven of Spades and Seven of Hearts, it 


EUCHRE. 


75 


would be better to discard the Spade, for, as the dealer’s strength 
was in the red suit, the probabilities would be that the other side 
| would be correspondingly weak, and therefore the Heart would be 
| better than the Spade. Where you have two of one suit and one 
of another to discard from, always discard the suit in which you 
have one card, for then you may have an opportunity to “ruff.” 

THE LEAD. 

We have seen that the game is opened by the eldest hand leading, 
[and much depends upon this feature of the game. 

Where a dealer has been assisted, it is a common practice to lead 
; through the assisting hand, and frequently results favorably ; for, in 
the event of the dealer having but the trump turned, a single lead 
of trump, exhausts his strength, and places him at the mercy of a 
strong suit of lay cards. It is not, however, always advisable to 
| “• swing ” a trump, for if the eldest hand holds a tenace, his duty is 
I to manoeuvre so as to secure two tricks; but this is only an excep¬ 
tional case. The proper method of determining the nature of the 
[ lead is indicated by the quality of the hand and the purpose to be 
accomplished. The eldest hand, holding two Aces and a King, with 
[two small trumps, of course would lead trump through assisting 
hand, for the reason that the only hope of securing a “Euchre” 
would be dependent upon the success of the lay suits, and they only 
can be made available after the trumps have been exhausted. 

Where the dealer takes the trump voluntarily, the eldest hand is 
of course upon the defensive, and to lead trump under such circum¬ 
stances would be disastrous. 

Should your partner have the Right Bower turned, lead a small 
trump; by so doing, you will be sure to weaken your adversary’s 

i hand. 

When your partner makes the trump, or orders it up, lead him the 
best trump you hold. Do this in any case. 

When you hold the commanding cards, they should be led, to 
make the march ; but if you are only strong enough to secure your 
point, side cards should be used; put the lowest on your partner’s 
lead, if it be a commanding card ; the highest on your adversary’s. 

When opposed to a lone hand, always lead the best card you have 
of a lay suit, so that the possibility of your partner’s retaining a 
card of the same suit with yourself may be averted; particularly if 
it is a card of opposite color from the trump, for, if a red card should 




76 


THE LEAD. 


be trump, and an opponent played it alone, there would be more 
probability of his not having five red cards than of his holding that 
number, and the further chance, that if he did hold five red cards, 
it would, in like proportion, reduce the probability of your partner 
having one of the same suit, and give him an opportunity to weaken, 
your opponent’s hand by trumping it. 

The exception to the above rule is, when you hold two or three 
cards of a suit, including Ace and King, and two small cards in other 
suits; in this case your best play would be to lead one of the latter 
and save your strong suit, for the reason that your partner may hold 
commanding cards in yonr weak suits, and thus you give him a 
chance to make a trick with them; and if this does not occur, you 
have your own strong suit as a reserve, and may secure a trick 
with it. 

When playing to make a lone hand, always lead your commanding 
trump cards first, reserving your numerical trumps and lay suit for 
the closing leads. When you have exhausted your commanding 
trumps, having secured two tricks, and retain in your hand a nu-. 
merical trump and two cards of a lay suit, lead the highest of thdi 
lay suit to make the third trick, then your trump. For instance, j 
suppose Hearts are trumps, and you hold the Right and Left Bowers 
and Ten of trumps, and Ace and Nine of Spades; lead your Bowers, j 
then the Ace of Spades, following with the Ten of trumps and your j 
lay Nine. The reason for playing thus is obvious. You may not\ 
exhaust your adversaries’ trumps by the first two leads, and if either! 
of them were to retain a trump card superior to your Ten, by lead-] 
ing the latter you would, in all probability, suffer the mortification 
of being Euchered on a lone hand. For example—we will suppose] 
one of your opponents holds the Queen, Seven, and Eight of trumps, 
with a small Diamond and Club, or two of either suit: he would 
play the two small trumps on your Bowers, and if you led the Ten 
of trumps, he would capture it with his Queen, and lead you a suit 
you could not take. Your chance of escape from such a dilemma 
would be very small. On the other hand, if, on your third lead, you 
were to lead the lay Ace, you would force your adversary to play his 
remaining trump, and allow you to win the point. 

When you hold three small trumps and good lay cards, and desire 
to Euchre your opponents, lead a trump, for when trumps are ex¬ 
hausted you may possibly make your commanding lay cards win. | 

When you make the trump next in suit, always lead a trump, 



EUCHRE. 


77 


mless you hold the tenace of Right Bower and. Ace, and even 
[hen it would be good policy to lead the Bower, if you hold strong lay 
cards. 

i When you hold two trumps, two lay cards of the same suit, and a 
single lay card, lead one of the two lay cards, for you may win a 
;rick by trumping the suit of which you hold none, and then, by 
eading your second lay card, you may force your opponents to 
trump, and thus weaken them. With such a hand it would not be 
Lood play to lead the single lay card, for you might have the good 
fortune to throw it away on your partner’s trick, and ruff the same 
[suit when led by your opponents. 

I When your partner has made or adopted the trump, it is bad play 
to win the lead, unless you are the fortunate possessor of a hand 
sufficiently strong to play for a march. 

i If your partner assist you, and has played a trump, and you have 
[won a trick and the lead, do not lead him a trump unless you hold 
commanding cards, and are pretty certain of making the odd trick or 
a march, for your partner may have assisted on two trumps only, in 
which case such a lead would draw his remaining trump, and, in all 
probability, prove fatal to his most cherished plans. 

When you have lost the first two tricks, and secured the third, if 
you hold a trump and a lay card, play the former, for, in this posi¬ 
tion of the game, it is your only chance to make or save a Euchre. 
There are only two exceptions to this rule, viz.: when you have 
assisted your partner, or when he has adopted the trump and still 
retains the trump card in his hand. In the former instance, you 
ishould lead the lay card, trusting to your partner to trump it; in the 
latter case, you should also lead the lay card, unless your trump is 
superior to your partner’s, and your lay card is an Ace or a King, in 
which case you should play trump, and trust to the lay card to win 
the fifth trick. The reason for this play is very manifest: if your 
opponents hold a better trump than you, it is impossible to prevent 
them winning the odd trick, and, therefore, the Euchre or point; 
but if they hold a smaller trump, your lead exhausts it, and you may 
win the last trick with your lay card. This position frequently 
occurs in the game, and we recommend it to the attention of the 
novice. 




78 


ON TBUMPING-CONCLUDING HINTS. 


0*7 TRUMPING. 

In the game of Euchre, nothing is more important than the judi¬ 
cious employment of trumps, and the successful issue of the game is, 
perhaps, more dependent upon a thorough knowledge of their power 
and use, than all the other points of the game combined. In the 
course of this article we have already had much to say about trumps, 
particularly in that portion which treats of the lead, but if our 
readers will permit, we propose to briefly notice one subject which 
has remained untouched—that of trumping, or ruffing, as it is tech-\j 
nically termed; and if our ideas on the subject will prove of any 
service to the tyro in the game, we shall have accomplished all we 
designed, both by this and other portions of the present article. 

If your partner adopts or makes the trump, and you hold the 
Right or Left Bower alone, ruff with it as soon as you get the oppor¬ 
tunity. 

When playing second, be careful how you ruff a card of a small 
denomination the first time round, for it is an even chance that your 
partner will take the trick if you let it pass. When such a chance ; 
presents itself, throw away any single card lower than an ace, so 
that you may ruff the suit you throw away when it is led. 

When your partner assists, and you hold a card next higher to 
the turn-up card, ruff with it when an opportunity occurs, for by so ; 
doing you convey valuable information to your partner. 

When you are in the position of third player, ruff with high or 
medium trumps. This line of play forces the high trumps of the 
dealer, as at the game of Whist, and thereby you weaken your 
adversaries. 

When your partner leads a lay ace, and you have none of that 
suit, do not trump it; but if you have’ a single card, throw it away 
upon it. 


CONCLUDING HINTS. 

Never lose sight of the state of the game. When you are four 
and four, adopt or make the trump upon a weak hand. 

When the game stands three to three, hesitate before you adopt 
or make a trump upon a weak hand, for a Euchre will put your 
adversaries out. 

When you are one and your opponents have scored four, you can 


ETJCHBE. 


79 


afford to try and make it alone npon a weaker hand than if the score 
was more favorable to you. 

When you are eldest hand and the score stands four for you and 
dne for your opponents, do not fail to order up the trump, to prevent 
them from going alone. Of course you need not do this if you hold 
the Right Bower, or the Left Bower guarded. 

Be very careful how you underplay—skilful players may attempt 
•his, but as a general rule the tyro should take a trick when he can. 

Never trump your partner’s winning cards, but throw your 
losing and single cards upon them. 

When second hand, if compelled to follow suit, head the trick if 
possible; this greatly strengthens your partner’s game. 

When you cannot follow suit or trump, dispose of your weakest 
card. 

When opposed to a lone player, be careful how you separate two 
cards 01 the same suit. Throw away a single king rather than Sepa¬ 
rate a se^en and queen. Be cautious how you separate your trumps 
when yoQ Hold the Left Bower guarded. 

When it comes your turn to say what you will do—whether you 
will pass, assist, order up, or go it alone—decide promptly and with¬ 
out unnecessary hesitation or delay. If you do not have sufficient 
interest in the game to give your undivided attention to it, you will 
do well to keep away from the table, for you have a partner’s inter¬ 
est to consult as well as your own. Finally—lose without a murmur, 
and win without triumph. 

We have not in this article given any other than the accepted 
rules, as applied to Euchre. We have at the outset stated the mean¬ 
ing of a few technical expressions connected with the game. We 
have made but few practical applications, for we have presumed that 
one competent to master it could apply the rules for himself. 

All undertakings, whether in business or pleasure, are advanta¬ 
geous only as they are founded upon, and assimilated with, common 
sense. Ana until the player unites reason with fortune, he can 
never count with any degree of certainty upon success. 

The innumerable phases which the game is capable of assuming 
would require more paper and words to express than one would 
willingly devote to pleasure. For when the pursuit of pastime 
merges into the exactions of study, relaxation becomes a task, and 
“ desire fails.” 


80 


TWO-HAIJDED EUCHEE. 


TWO-HANDED EUCHEE. 

In this, as in the four-handed game, the deal being made, the 
non-dealer may pass or order up; should he pass, the dealer, at his 
option, may pass, or discard and take up the trump, when the game 
begins by the lead of the non-dealer; but should the dealer think 
his hand not strong enough to risk a play, he too will pass, when his 
adversary may pass again, or make a trump (which, as a general 
rule, should be next in suit); if he pass a second time, the dealer 
has the right to make a trump or again pass, in which case the cards 
are to be bunched, and the deal passed to the original non-dealer. 

If the dealer takes up the trump and plays the hand, he must 
win three tricks to make a point; or should he take the five tricks, 
he makes a “march,” which entitles him to score two points. 
Should he fail to make three tricks, he is Euchred and his adver¬ 
sary counts two points. The same rules apply to the party ordering 
up, or making the trump. 

In passing, or ordering up, much will depend upon the state of the 
game, and what the player desires to accomplish ; he may pass upon 
a good hand, when he has reason to believe that by so doing he 
will Euchre his adversary, should he play the hand. In this case, 
too, he should have good reason to suppose that his adversary will 
take up the trump, or else have cards to make the trump himself. 

The player, remembering that he has but a single hand to contend 
against, may play, or even order up, if he has a reasonable hope of 
making three tricks. 

Lead your strongest trumps first, until you have won two tricks, 
and then, having a trump left, lead some other card, so that, if your 
adversary takes it, you may have a chance to' trump the card h# 
leads, and thus make your point. Having won two tricks, and your 
adversary being without a trump, play for a march , by leading 
trumps, or your highest cards. 

The deal is considered equal to a point, therefore never pass the 
deal unless to save a Euchre. 

Having discarded, you have no right to take the card back and 
discard another, even though you have made a mistake. Your 
opponent must profit by your mistakes, as well as by your bad play, 
or weak hand. 


ETJCHEE. 


81 


THEEE-HANDED EUCHEE. 

This game, as its name indicates, is played by three persons, and 
as each one plays for himself, and is therefore opposed by two adver¬ 
saries, the game requires closer attention, and the exercise of more 
judgment than any of the other Euchre games. 

In two-handed Euchre, the player may stand upon a slight hand, 
but not so in this game ; to stand or order up he must have a good 
hand, inasmuch as he has two hands combined against him, and 
should he be Euchred, both adversaries count two. 

Another important feature of the game is, that the play varies 
according to the stage of the game ; for example—at the beginning 
of the game, each player strives to make all he can for himself; at 
the first play the dealer makes a march , and counts three ; the next 
dealer makes one point, and the third dealer one; the first dealer 
again deals and turns down the trump, No. 2 passes and No. 3 makes' 
the trump and a point; the game now stands thus:— 


Dealer No. 1.3 points. 

“ 2.1 point. 

“ 3,.2 points. 


No. 2 now has the deal, and should he be Euchred, No. 1 wins 
the game; therefore, while No. 1 plays to win the game by a 
Euchre, No. 3 plays to let the dealer make a point, which would 
make the game stand thus:— 


No. 1. 3 points. 

“ 2.2 points. 

“ 3.2 points. 


The deal is now with No. 3, and he will play to make a march 
and go out; No. 1 will oppose and if possible Euchre No. 3, which 
would of course put him out. It is, however, evidently the policy of 
No. 2 to prevent the Euchre, and allow No. 3 to gain a point, that 
each may have another chance to win the game. No. 1 and No. 3 
are now both three and No. 1 deals, but not having a strong hand 
and fearing a Euchre, he turns down the trump. No. 2 makes the 
trump, and a point, his adversaries playing to prevent him making 
a march. Each player is now three, and No. 2 deals; but as all 
are anxious to win the game without dividing the honor or profit, 








82 


SET BACK EUCHRE. 


the dealer is permitted to make a point, hut not a march, if his op¬ 
ponents can prevent it. 

No. 3 next strives to win by a march, hut, as in the last case, his 
adversaries play to prevent him making more than one point: and 
the same strife occurs when No. 1 deals. 

Now, as each player is four, the game must terminate with the 
next deal, so that the dealer must either make his point or be 
Euchred, in which case both his adversaries win, and therefore on 
the last deal, both non-dealers play the strength of their combined 
game against the common enemy, and thus beat him, if they can. 
The dealer, however, has a remedy against a defeat, which is in this : 
if, upon examining his hand, he believes he cannot make a point, he 
can pass, and thus throw the deal elsewhere, thus having one more 
chance to win, and the same policy may be pursued by each player, 
until the game is played out. In some coteries the player who 
-achieves a march is only permitted to score two points, and this 
was formerly the general practice; but the rule now adopted by all 
the Club-Houses admits of a score of three points for a march at 
three-handed Euchre; and where no proviso is made to the con¬ 
trary previous to beginning the game, a march must score three points. 

SET-BACK EUCHRE. 

This game may be played by two or more persons, and is gov¬ 
erned by the same rules as ordinary Euchre, except in the matter 
of counting, as hereinafter explained. It is quite amusing and 
exciting, especially when played for money. 

Suppose four persons sit down to play, and agree that the pool 
shall be one dollar: each one contributes twenty-five cents. At the 
beginning of the game, each player is five, and now the struggle 
commences to wipe out these scores, and thus win the game. Each 
player plays for himself, and all are combined against him who 
orders up or plays the hand. Should any one not win a single 
trick, he has one point added to his score, and whoever is euchred 
is obliged to put another quarter into the pool, and has two points 
added to his score. 

The player who thinks he cannot take a trick, has the right to 
throw up his hand, and thus save himself from being set back. The 
player who is the first to reduce his score to nothing, wins the 
game and the pool. 

The above is the game of Set-Back Euchre pure and simple, 



EUCHRE. 


83 


but various modifications are frequently introduced. The following 
are the most popular of these :— 

After a trump is made, ordered up, or taken up, should any 
player deem himself possessed of a sufficient force of trumps to 
make a march, he will say, “ I declare ”—which signifies he will 
play to take all the tricks—and if he is successful in making the 
march, he wins the game and pool, no matter how many points a^e 
scored against him. Should he, however, he unsuccessful in the 
undertaking, he forfeits double the number of points against him, 
and, in addition, must pay in the pool the penalty of a Euchre. For 
instance, if a player stands with seven points to go, and declares 
without making the march, he must be “set back” to fourteen 
points, and pay a quarter to the pool. The player who declares to 
make a march has the privilege of the lead, and becomes eldest 
hand, unless he be the dealer; but if the dealer declares, he does 
not have that privilege. In some circles it is customary for the 
unsuccessful players to pay to the winner of the pool a certain sum 
(previously agreed upon) for each point they have to go when the 
game is concluded; this is not, however, considered a rule to be 
strictly followed, but may be left to the option of the players. 

Another variety of this game is played as follows: When the 
party adopting, making, or ordering up the trump, is Euchred he is 
set back two points, while his adversary scores two, as in the ordi¬ 
nary game. 

LAP, SLAM, JAMBONE, AND JAMBOREE. 

By whom these variations were invented is unknown, but it is gen¬ 
erally conceded that they are of Southern origin, where Euchre has 
long been a decided favorite, and where these variations are more 
frequently played, than in any other part ,of our country. 

LAP. 

The Lap game may be played by two, three, or four persons, when 
they agree to play a series of games, so that the lap may be applied, 
which is simply counting upon the score of the ensuing game all the 
points made over and above the five of which the game consists. 
For example, if one party,, having made four points, should Euchre 
his opponents, or make a march, either of which entitles him to 
score two points, he not only wins the game then being played, but 


84 


SLAM, OR LOYE-GAME—JAMBONE. 


counts one point on the next game ; or, if a player in a four-handed 
game, having four points, plays a lone hand, and makes his five 
tricks, he wins the game and scores three points on the next game. 
When the lap game is played, it is usual to count four points when 
a lone hand is Euchred. 

SLAM, OR LOVE-GAME. 

Slam and Love appear to be synonymous terms, and, when applied 
to games, imply that when a party has won a game before his oppo¬ 
nent has made a single point, the vanquished has been Slamed , or 
played a Love-game. The term Love is used in all games, and simply 
means nothing. In billiards, the professional marker or keeper of 
the game announces, at the end of each count, the state of the 
game, thus—twenty-five-love—meaning that one player is twenty- 
five and the other nothing. In Euchre, the penalty for being slamed 
is, that the game thus lost is to be counted a double game, and must 
be counted as two games. And further, suppose a player, being 
four, and his adversaries nothing, plays a lone hand and makes his 
five tricks, he not only wins that game, which is to be counted as 
two games, but counts the extra three points on the score of the 
third game, by means of the Lap as heretofore explained. 

JAMBONE. 

Jambone is a word unknown to Webster, but, as applied to Euchre, 
means that a party who plays Jambone plays a lone hand with his 
cards es^osed upon the table. Thus, if a player holds what he 
supposes to be an invincible hand, with which he cannot fail to win 
five tricks, announces in his turn that he will play Jambone, he 
spreads his cards upon the table face up. When the cards are thus 
exposed, the player entitled to the lead has the right to call any one 
of the cards so exposed to be played to the first trick, but this right 
does not extend to any but the party entitled to lead. Let us illus¬ 
trate by a single example :— 

Suppose the dealer turns up as the trump card the King of Hearts. 
The other players pass, or his partner may propose to assist—but, 
upon examining his cards, he finds he holds the two red Bowers, the 
Ace and Ten of trumps, and a card of some other suit, and there¬ 
upon determines to risk a Jambone, which he announces, and ex¬ 
poses his cards, having discarded the odd card. The eldest hand, or 


JAMBONE. 


85 


player entitled to the lead, holds the Queen of trumps, plays it, and 
calls for the Ten, which the dealer is obliged to play, thus losing the 
trick. Although he wins the other four tricks, he can count only 
one point; hut should it so happen that the Jambone player, under 
all the disadvantages of exposing his hand, and of giving the elder 
hand the right to call for either of his cards, as explained, wins all 
the tricks, he is entitled to count eight points. 

The right to the call is forfeited when the partner of the player 
having the lead gives any intimation which enables the two to win 
the first trick. 

A Jambone hand may be played by either party, subject to the 
same rules which govern playing alone in the regular game. 

When the adverse party order up or make the trump, a Jambone 
hand cannot be played, and the holder must be content with the 
satisfaction of Euchring his opponent. 

The Jambone player being entitled to lead, his left-hand opponent 
only, has the right to say which of the exposed cards shall be lead. 

No call can be made after the first trick has been played, after 
which the Jambone player may exercise his own judgment, and 
lead whichever card he pleases. 

If the Jambone player wins less than five tricks, he can score but 
one point; and should he fail to win three tricks, his adversaries are 
entitled to score eight points. 

When the dealer plays Jambone, and the eldest hand leads a card 
not a trump, but which the dealer will trump, he should call for the 
lowest exposed card, so that his partner may have a chance to play 
a higher trump than the one called, and thus win the trick. 

If the dealer holding a Jambone hand finds that by discarding and 
taking up the trump, he weakens his hand, he is not obliged to dis¬ 
card, so that the turn-up card merely indicates the trump suit. 

The player calling the card for the first trick, must call it the mo¬ 
ment he leads, or he forfeits his right to the call. 

If the lead belongs to the Jambone player, his opponent entitled 
to the call must call before a card is played, otherwise the Jambone 
player may play any card he chooses, the right to the call being 
forfeited. 

These are the most important points in the Jambone game, which 
the player will find quite interesting, and which will call forth his 
greatest skill and the exercise of his profoundest judgment. 


86 


CRIBBAGE. 


JAMBOREE. 

Jamboree signifies the combination of the five highest cards, as, for 
example, the two Bowers, Ace, King, and Queen of trumps in one 
nand, which entitles the holder to count sixteen points. The holder 
of such a hand, simply announces the fact, as no play is necessary ; 
hut should he play the hand as a Jamhone, he can count only eight 
points, whereas he could count sixteen if he played it, or announced 
it as a Jamboree. 

When the parties are playing Laps and Slams, and one of the 
players has four points to his opponent’s nothing, and announces a 
Jamboree, the sixteen points thus won, added to his four, making 
twenty points, is equal to four games, each of them a Slam, which 
entitles him to count eight games in all. 

Jamboree, like Jambone, cannot he played as such, if the adverse 
party order up the trump or make it, in which case the hand can 
only make two points, as in an ordinary Euchre. 


CRIBBAGE. 


Of the origin of Cribbage we are not aware that any thing is 
known further than that it is essentially an English game. 

The game is played with a full pack of fifty-two cards : Sixty- 
one points constitutes the game. These points are scored on a 
Cribbage Board, of which see a representation on next page. It has, 
as will be seen, sixty-one holes, and in these the points aforesaid 
are marked; the whole table being subdivided into compartments 
of five holes each. 

The board is placed either across or lengthways between the 
players. It is a matter of indifference how the end of the board 
from which you commence is placed; but you must count from that 
end which contains the sixty-first, or game hole; beginning at the 
outside edge (A or B), and passing along it to the top, then down 
the inside row to game. To mark the game, each player has two 
pegs; if the first score be two, stick a peg and leave it in the 
second hole, and when next it becomes your turn to mark, place the 
other peg in the number that gives the points you have to mark 
counting from your first peg. When you have to mark a third 
score, take out the back peg, and reckon from the foremost, which 



CRIBBAGE. 


87 


must never be disturbed during the progress of the game, the scores 
being invariably marked by the hindmost peg of the two. Thus, 
the foremost peg always keeping its hole, the players can detect 
ilie amount that is marked, and check each other’s score. To 
avoid confusion, it is usual for the pegs of each party to be of dif¬ 
ferent colors ; although the one player never, in any way, touches 
his adversary’s half of the board. 

All the Kings, Queens, Knaves, and Tens, 
count as ten each ; the rest of the cards ac¬ 
cording to their ordinary value, as Sixes for 
six, Eights for eight, and so forth; Aces 
reckon one only. This means merely their 
value as cards. The points which count for 
the game are made by Fifteens, Sequences, 
Flushes, Pairs, &c. 

There are games at Cribbage for two, 
three, or four players ; but the theory is con¬ 
tained in Five-card Cribbage for two players 


FIYE-CARD CRIBBAGE. 

The players shuffle the cards in the usual 
manner, and cut for deal. The player cut¬ 
ting the lowest card deals. The lowest card 
in cutting is always the Ace ; but in Crib¬ 
bage, if two Court Cards, or a Court Card 
,and a Ten, are cut, there is a tie, and the 
players must cut again. The deal deter¬ 
mined, the cards are shuffled by the dealer, 
who then lays them on the table on his op¬ 
ponent’s side of the Cribbage-board, which is 
usually placed on the table between the play¬ 
ers. The non-dealer then cuts the pack into 
two parts; and with the undermost half the 
dealer distributes five cards each, beginning 
with his adversary. The dealer then places 
the remaining cards on the other heap, and 
the pack remains undisturbed by either party 
till the crib cards are discarded. Each player 
then looks at his hand, and throws out two 
Ho“! B cards, it being imperative that the non-dealer 
























88 


COMMENCEMENT OF THE GAME. 


throws first. The elder hand (the non-dealer) then again cuts the 
cards on the table by taking up any number, not fewer than three, 
without exposing the faces of any of the cards ; the dealer lifts the 
topmost card of the lot left on the table, the non-dealer replaces 
the cards he cut, and the dealer puts the top card, face upward, on 
the whole. This operation, though rather complicated in descrip¬ 
tion, is very simple in practice. The discarded and the exposed 
cut-card (the turn-up) form what is called the crib. The number 
scored in the crib belongs always to the dealer; the deal being 
taken alternately. If a Knave happen to be the “ turn-up,” the 
dealer takes “two for his heels.” The turn-up is reckoned in 
making up the score of each player’s hand, as well as of the crib. 

The game then commences. The elder hand plays a card—on 
his own side of the Cribbage-board—calling out the value of the 
card played. Thus, we will suppose the elder hand to hold a King, 
Knave, and a Five; and the dealer, a Seven, Knave, and Eight; 
and that a Four has been turned up. The non-dealer then plays 
(say) the Knave, and says, “ Ten ;” the dealer replies by playing 
his Knave, and cries “ Twenty,” and takes two for the pair; his 
opponent then plays his King, and says “ Thirty.” This being the 
nearest point to thirty-one, and the dealer having no Ace in his 
hand, cries “ Go,” when his adversary scores one hole on the 
board. Each player’s hand is then counted; the elder scoring 
four—two for each fifteen ; and the dealer two, for the seven and 
eight, which make fifteen. But if the Knave in either hand be of 
the same suit as the turn-up, the holder of such Knave scores “ one 
for his nob.” The crib is then taken by the dealer, and the game 
proceeds as before. Or, to explain this more fully : after dealing, 
laying for crib, and cutting, as explained, the elder hand plays a 
card, which the other endeavors to pair or fifteen—the pips on the 
one card being added to those on the other. Then the non- dealer 
plays another card, and so on up to thirty-one, or the nearest point 
to it. For the “ go” a single hole is scored, except when exactly 
thirty-one is made, when two holes ,are added to the score of the 
player whose last card makes the required number. 

The points which each party has made, during the playing out 
the hand, having been all taken at the time they were gained, and 
the deal being finished, each party now completes his score, and 
marks that number of points towards game to which he is entitled. 
The non-dealer reckons first; and, having marked his gains, if any, 


CRIBBAGE. 


89 


on the board, the dealer in his turn counts—first, his hand, and 
then his crib, for the crib belongs to the dealer. 

The hands are reckoned thus, in every way that it is possible to 
produce the combination : 

Points. 


For every fifteen—as, 7 and 8 ; 10 and 5 ; 9 and 6 ; 8, 3, and 

4, &c.,. - 2 

For a sequence of three or four cards—as, 2, 3, 4, 5, - 3 or 4 

For a flush in hand, that is, three cards of any one suit, - - 3 

For a full flush, when the cards in hand and the turn-up are of 
the same suit, - -- -- -- -- 4 

For a pair (two of a kind, as two Fives, Sixes, Sevens, &c.), - 2 

For a pair-royal (three of a sort), ------ 6 

For a double pair-royal (four of a kind, as four Kings, 
Aces, &c.), - -- -- - - __12 

Knave of the suit turned up (the nob), ----- 1 


Sequences always count double when, in the four cards, there are 
two of a sort. Thus : suppose the hand to consist of a Seven, an 
Eight, and two Nines, the score would be ten—two for the fifteen 
(7 and 8), and six for the double sequence, 7, 8, 9; 7, 8, 9; with 
two for the pair of Nines. Or, again, suppose the hand to consist 
of a Three, a Four, and two Fives, the score would be— 

3 4 5 . 3 holes ^ 

345 - - - - - - 3 “ >8 holes 

The pair.2 “ ) 

The non-player, at the commencement of the game, takes three 
holes as an equivalent for the crib belonging to the dealer. This 
“ three for non-deal” may be taken at any part of the game, but 
it is usual, in order to avoid confusion, to take them at the be¬ 
ginning. 

After counting up all the points another deal then takes place, and 
is conducted in a similar manner ; and so on, until either one of the 
parties has completed the required number of sixty-one, when he is 
proclaimed the victor, and the game is finished. 

In reckoning the hand and crib, after the deal, you have been al¬ 
ready informed that the non-dealer counts first. It will facilitate 
your reckoning, if you sum up the amount of points to which you 
are entitled, in the following order: Firstly, Fifteens; secondly, 

- / - 





90 


TECHNICAL TERMS. 


Sequences; thirdly, Flushes; fourthly, Pairs, Pairs-Royal, or 
Double Pairs-Royal; fifthly, the point for the Knave. Reckoning 
up the hand, or crib, is technically termed “ showing.” Thus tho 
non-dealer is said to have “the first show,” a point of immense im¬ 
portance at the final stage of the game; since he may thus be en¬ 
abled just to “show out,” and consequently win the game; while 
the dealer may hold in his hand, and crib, points enough to make 
him out three times over, but altogether useless, since he has not the 
first show. 

The non-dealer having summed up his score, under the observation 
of his opponent, the latter then performs the same operation, as re¬ 
lates to his own hand. He then turns up crib, which has up to this 
time lain perdue, and scores all to which it may entitle him. 

Cribbage differs from all other games at cards by the almost num¬ 
berless varieties of chances it affords. In almost all the books on 
card-games, cribbage is said to be useful to young people in accus¬ 
toming them to calculate readily. We may perhaps take this with 
the least possible grain of salt. Let us now explain the principal 


TECHNICAL TERMS USED IN CRIBBAGE. 

Crib .—The two cards thrown from the hand of each player. These, 
with the turn-up, form the dealer’s crib. 

Fifteens .—Every two, three, or more cards which, added together, 
make fifteen, reckon two holes towards game, whether they be made 
in play, hand, or crib. Fifteens may be formed of court cards and 
Fives, Tens and Fives, Nines and Sixes, Eights and Sevens, or by three 
or four cards together. Thus, a hand consisting of three Fours with 
a Three turned up would count eight—a fifteen and a pair-royal; a 
hand of a Nine and three Sixes would count twelve—three fifteens 
and a pair-royal. Or, 7, 7, 4, 4, eight points—two fifteens and two 
pairs ; or a crib of 7, 7, 7, 7 and 1 on the pack, would score 24—six 
fifteens and a double pair-royal. Or a crib consisting of four Deuces 
and a Nine turn-up, 20—fifteen 8 and 12 for pair-royal, and so on 
ad infinitum. This method of counting fifteens is common to all 
games at Cribbage. Whenever fifteen can be made of two, three, 
or more cards, in play or hand, the player making the fifteen adds two 
points to his score. 

Pair or Pairs .—Every pair made in the play or the hand, reckons 


CEIBBAGE. 


91 


for two points. To pair is to play a card of the same description, 
but it need not be of the same suit. If a tenth card be played, 
and you can answer it immediately with a similar tenth card, 
without exceeding thirty-one, it is a pair, and counts two. But in 
these pairs, all tenth cards do not count alike. It must be King for 
King, Queen for Queen, and so forth. At the end of the deal, you 
take the turn-up card to assist you in pairing, and count two for all 
pairs made by its assistance. 

Pair-Royal or Prial. This consists of three cards of a similar 
sort, held either in the hand or crib, or occurring in the course of 
the game, as three Kings, three Aces, three Nines, &c. It scores 
six. Thus : if the leader play a Six, you put another Six on it, and 
score two for the pair; he then returns a Six, makes a pair-royal, and 
counts six points. If you have a pair-royal in your hand or your 
crib, you also score Six for it; and should you only hold a pair, and 
turn up the third, it reckons also for six. It is needless to say these 
combinations do not count for points, when other cards have been 
played between them. 

Double Pair-Royal. Four cards of a sort make this combination, 
for which the score is twelve ; alike, whether made in play, or in the 
hand, or in the crib. The turn-up card reckons with hand and crib, 
in this, as in every other case. Moreover, should your opponent 
have made a pair-royal, by playing a third of a sort, you are entitled 
to the double pair-royal, if you answer him with a fourth. 

In taking six for a pair-royal, or twelve for a double pair-royal, 
you are not to suppose that the six and the twelve are merely in¬ 
creased numbers, bestowed as premiums for such combinations of 
the cards, and settled by arbitrary arrangement, independent of the 
rule that two points are allowed for every pair. A pair reckons for 
two, and the same principle, applied to a pair-royal, produces six; 
because, as a pa.ir-royal contains three distinct pairs, you score two 
for each pair. Place, for instance, three Sixes in a row on the table, 
and mark them 1, 2, and 3, thus : 

1 2 3 

Six Six Six 

Here Nos. 1 and 2 form the first pair, Nos. 1 and 3 the second pair, 
and Nos. 2 and 3 the third pair; without the same two cards having 
ever been reckoned more than once together. 

Having analyzed this example, there will be little difficulty in 


92 


TECHNICAL TEEMS. 


ascertaining the number of pairs to be found by taking in pieces a 
double pair-royal. The readiest way to attain demonstration is to 
place the four Sixes in a row on the table, as you did the three Sixes, 
and number them 1, 2, 3, and 4, thus: 

12 3 4 

Six Six Six Six 

Nos. 1 and 2 combined together, form a pair, and yield 
two points, for which carry out 2 

Nos. 1 and 3 form the second pair, and give two more 2 

Nos. 1 and 4 form the third pair 2 

Nos. 2 and 3 form the fourth pair 2 

Nos. 2 and 4 form the fifth pair 2 

Nos. 3 and 4 form the sixth pair - - - 2 

Total - - - 12 

Thus, we have six distinct pairs in a double pair-royal, which, of 
course, are thereby entitled to twelve points. Observe, that in ma¬ 
king these points, although we reckon the cards over and over again, 
they always unite in different associations, and the same two cards 
are never reckoned twice together. 

Sequences consist of three or more cards following in successive 
numbers, whether of the same suit or otherwise. He who holds 
them scores one point for every card in the combination, whether it 
take place in playing or in counting the hand or crib. But there 
cannot be a sequence under three cards. As in certain other cases, 
the court cards, King, Queen, and Knave, rank in sequences, after 
their usual classification as to rank, and not all alike as tenth cards. 
To form a sequence in play, it matters not which of the cards is 
played first or last, provided the sequence can be produced by a 
transposition of the order in which they fell. Thus, you lead the 
Five of Hearts, your adversary returns the Three of Diamonds; you 
then play the Four of any suit, and score three for the sequence ; he 
then plays Six and makes four, and so on, as long as the continuous 
sequence can be made. The spirit of this rule may be applied to 
all combinations occurring in regular successions. 

You here observe that it does not matter of what suit are the cards 
forming the sequence, nor does the order signify in which they are 
played. You must not pass thirty-one in making a sequence. If 
4* 


CEIBBAGE. 


93 


a sequence in play is once broken, it must be formed afresh, or can 
not be acted on. 

In reckoning your sequences at the close of the deal, you use 
the card turned up along with your hand and crib ; and reckon them 
every way they will. A single example of this will here suffice :— 

Suppose the crib to consist of two Kings (Clubs and Diamonds), 
and two Queens (Hearts and Spades), the Knave of Spades being 
the card turned up ;—how many can you take for sequences ? 

Twelve, being four sequences of three each ; to be computed by 
reckoningthe Knave with the Kings and Queens; ringing the changes 
in the latter somewhat in a similar manner to the mode in which you 
have been taught to form a double pair-royal. To simplify this, take 
the Knave, the two Queens, and the two Kings, and spread them be¬ 


fore you; when they will count thus :— 

Knave, with Queen of Hearts and King of Clubs 3 

Knave, with Queen of Spades and King of Clubs 3 

Knave, with Queen of Hearts and King of Diamonds - 3 

Knave, with Queen of Spades and King of Diamonds - 3 

Points for four Sequences ------ 12 


A Flush .—A Flush cannot happen in play, but occurs only in 
computing the hand or crib. A Flush signifies that all the cards in 
hand or crib are of the same suit, in which case you are allowed to 
mark one point for every card of which the Flush is composed. Thus, 
if your hand comprise three Hearts, you will take, on scoring for 
your hand, three for the flush in Hearts ; and should the turn-up 
card chance to be also a Heart, you will add another point for that, 
making four altogether. You are not permitted, however, to reckon 
a flush in the crib, unless the cards, of which the crib is composed, 
are of the same suit as the card turned up. It is essential to recol¬ 
lect the difference between a flush in the hand and a flush in the 
crib. 

His Nob .—The Knave of the turned-up suit. In counting, in 
hand or crib, it marks one point. 

His Heels .—The Knave when turned up. It reckons for two 
holes, but is only once counted. 

End Hole .—The last hole on the board into which the player 
places his peg when he makes game. Also, same as “ the go.” 

Pegs .—The little brass, wooden or ivory pieces with which the 
game is scored on the board. 


94 


RULES OF CRIBBAGE. 


Thx Go. —The point nearest thirty-one. If thirty-one exactly be 
made, the player scores two holes ; for the simple “go,” one hole : 
in addition, of course, to any more he may make with his last card. 

Last. —The three holes taken by the non-dealerat Five-card Crib- 
bage. 

The Start. —The state of the pack after being cut and before the 
cards are dealt. 

RULES OF CRIBBAGE. 

1. The players cut for deal, the holder of the lowest card being 
dealer. The Ace is lowest, and all ties cut again. All tenth cards 
—Kings, Queens, Knaves, and Tens—are ties. 

2. Faced cards necessitate a new deal, if called for by the non¬ 
dealer. 

[In the old laws, a faced card in the dealer’s hand was considered of no consequence : 
but according to modern play, any card faced in the process of dealing obliges a new deal; 
but there is no penalty attached to the mistake.] 

3. Should too many cards be dealt to either, the non-dealer maf 
score two, and demand another deal, if the error be detected previous 
to his taking up his cards ; if he do not wish a new deal, the top or 
last-dealt cards may be withdrawn and packed; when any player 
has more than the proper number of cards in hand, the opponent 
may score four, and call a new deal. 

[This is seldom enforced—a new deal following any misdeal.] 

4. If a player touch the pack after dealing, till the period of cut¬ 
ting it for the turn-up card, his opponent may score two points. 

5. If a player take more than he is entitled to, the other party 
not only puts him back as many points as are overscored, but like¬ 
wise takes the same extra number for his own game. 

[This is called “pegging.” You must be careful how you peg your opponent. If he 
has taken too many holes, the proper way to rectify his error, whether it be wilful or other¬ 
wise, is to take your back peg and place it in the hole his front peg should have properly 
occupied. Then remove his front peg, and make it your front peg by adding as many 
to your score as he has wrongfully taken. If in pegging him you remove his or your own 
front peg first, he may claim to have the pegs as they were ; or if you peg him wrongly, 
he is entitled to score all the holes he formerly marked, and your error in addition.] 

6. Should either player even meddle with his own pegs unneces¬ 
sarily, the opponent may score two points ; and if either take out 
his front peg, he must place the same back behind the other. If 
any peg be misplaced by accident, a bystander may replace it, ac- 


CRIBBAGE. 


95 


cording to the best of his judgment; hut the bystander should never 
otherwise interfere unless requested by the players. 

7. If any player neglect to set up what he is entitled to, he loses 
the points so omitted to be taken, but his adversary cannot add them 
to his own score. 

[Formerly the opponent could add to his own score all holes omitted to be taken; but 
this is now obsolete; the original loss being sufficient penalty.] 

8. Each player may place his own cards, when the deal is con¬ 
cluded, upon the pack. 

9. The cards are to be dealt one by one. 

[It was formerly the custom in six and eight-card cribbage to deal two, three, or four 
at a time. The rule now-a-days, however, is as we have given it for all games at cribbage.] 

10. The non-dealer, at the commencement of the game, in five- 
card cribbage, scores three points, called three for last; but in six 
and eight-card cribbage this is not to be done. 

11. After the score is taken on the board, the pegs must not be 
replaced, if a mistake be perceived, without the consent of the oppo¬ 
nent. 

12. Neither player is allowed to touch his adversary’s pegs, under 
penalty of losing his game, except it be to peg him for a wrong 
score. 

13. All cases of dispute must be decided by appeal to the by¬ 
standers. 

14. Three cards at least must be removed from the pack in cut¬ 
ting for deal or turn-up. 

15. When the Knave is turned up, “two for his heels” must be 
taken before a card is played, or the two cannot be scored. 

16. The non-dealer discards for the crib first, and a card once laid 
out cannot be recalled if it be covered. 

17. Neither player may touch the crib cards till the hand is played 
out. 

[It is usual to throw the crib cards over to the dealer’s side of the board, which plan 
insures regularity, and indicates whose deal it is. The pack is also placed on the other 
side ready for the next dealer.] 

18. The dealer shuffles the cards, and the non-dealer cuts them 
for “ the start.” In four-handed cribbage, the left-hand adversary 
shuffles, and the right-hand adversary cuts. 


96 


MAXIMS FOE LAYING OUT THE CEIB. 


MAXIMS FOR LAYING OUT THE CRIB. 

Much of the success of the cribbage player depends on the man 
uer he lays out his cards for crib. The player should consider not 
only his own hand, but also to whom the crib belongs, as well as the 
state of the game ; for what might be proper in one situation would 
be highly imprudent in another. 

Firstly, When it is NOT your own crib, you will lay out such 
cards as are likely to be, in an average number of cases, of the least 
possible advantage to your opponent, in the production of pairs, fif¬ 
teens, sequences, &c. 

Secondly, When it is your own crib, you will lay out favorable 
cards for the crib. 

Thirdly, It being your own crib to which you are about to discard, 
you will prefer consulting the interests of the crib, in preference 
even to those of your hand. 

The most advantageous cribbage cards are Fives, Sevens, Eights, 
&c., when so assorted as to form fifteens, sequences, pairs, or flushes. 
The Five is, of all others, the most useful card, since it makes 
fifteen equally with either one of the tenth cards; of which there 
are no fewer than sixteen in the pack. Fives must therefore be in 
general the most eligible cards to lay out to your own crib, and the 
least eligible (for you) to lay out to your adversary; since, in so 
doing, you are almost certain to give him points. To discard a pair 
of any cards, again, is mostly bad play, unless it is for your own 
crib ; and cards which follow each other in order, as a Three and 
Four, or Nine and Ten, being likely to be brought in for sequences, 
are generally bad cards to lay out in the case of its being your ad¬ 
versary’s crib. The same calculation should, in its principle, be 
carried out as far as possible. Suppose you discard, to your oppo¬ 
nent’s crib, two Hearts, when you might with equal propriety have 
laid out a Heart and a Club instead,—you here give him the chance, 
however remote you may fancy it, of making a flush in his crib, 
which could not be effected by him, had you laid out the Heart and 
Club. 

To lay out cards purposely, which are disadvantageous for the 
crib, is called in the “ cribbage dialect” of our ancestors “ balking’ 
or “bilking” the crib. 

The least likely cards to reckon for points in the erib, and there- 


CBIBBAGB. 


97 


fore generally the best to discard for your adversary, are Kings ; since 
a sequence can only be made up to, or as it may be termed, on one side 
of them; and cannot be carried beyond them. A King is therefore 
a greater balk in the crib than the Queen. So, again, of an Ace,— 
a sequence can only be made from it, and not up to it; and an Ace 
is therefore frequently a great balk to a crib; though in discard¬ 
ing an Ace some judgment is required to be exercised, being often a 
good card to hold for play ; and forming a component part of fifteen, 
particularly when combined with Sixes, Sevens, and Eights, or wkh 
Fours and Tentk cards. 

The cards, then, best adapted to balk our antagonist’s crib, are 
a King, with a Ten, Nine, Eight, Seven, Six, or Ace; a Queen, 
with a Nine, Eight, Seven, Six, or Ace, or cards equally distinct or 
far off, and therefore certain not to be united in sequence by meet¬ 
ing with any other cards whatever. Of course, particular hands 
require particular play, and general principles must give way be¬ 
fore their exceptions. “ Circumstances alter casesthroughout 
this work, as in all similar works, the author writes for what may 
be called “average hands of cards,” and recommends that play 
which would be most conducive to success in the largest proportion 
of events. 

Never lay out a Knave for your adversary’s crib, if you can with 
propriety avoid it, as the probability of the turn-up card being of 
the same suit as the Knave is three to one against it. Conse¬ 
quently, it is only three to one but the retaining such Knave in 
your hand gains you a point; whereas, should you discard it to 
your opponent’s crib, it is only three to one against the chance of 
its making him a point; hence the probable difference of losing a 
point by throwing out your Knave is only three to two and one-third; 
or nine to seven; that is to say, in laying out a Knave for your 
antagonist’s crib, when you could equally keep the same in your 
hand, sixteen times, you give away just seven points ; it being only 
nine to seven but you give away a point every time you play in 
this manner, and every single point is of consequence if contending 
against a good player. As we just now remarked, there may, of 
course, occur exceptions to this and every other rule. 

The cards which are usually the best to lay out for your own 
crib are two Fives, Five and Six, Five and Tenth card, Three 
and Two, Seven and Eight, Four and Ace, Nine and Six. and 
similar coupKs. If you have no similar cards to lay out, put down 


98 


MAXIMS FOE LAYING OUT THE CRIB. 


as close cards as you can; because, by this means you have the 
greater chance of either being assisted by the cards laid out by 
your adversary, or by the turn-up; and further, you should uni¬ 
formly lay out two cards of the same suit for your own crib, in 
preference, cceteris paribus , to two other cards of the same kind, 
that are of different suits, as this gives you the probable chance of 
flushing your crib ; whereas, should you lay out two cards of 
different suits, all gain under the head of a flush is at once destroyed. 
It is mostly good play to retain a sequence in hand, in preference 
to cards less closely connected; more especially should such 
sequence be a flush; and once more remember, that the probable 
chance of points from the crib is something nearly approaching to 
twenty per cent, over the hand. It is, therefore, indispensably 
your duty, if you wish to win, to give the lead to your crib at the 
expense of your hand. 

In general, whenever you are able to hold a pair-royal in hand, 
you should lay out the other two cards, both for your own and your 
adversaries’ crib—some few cases, however, excepted. For example, 
should you hold a pair-royal of any description, along with two 
Fives, it would be highly dangerous to give your antagonist the 
brace of Fives, unless in such a situation of the game that your 
pair-royal would make you certainly out, having the first show, or 
else that your adversary is so nearly home himself that the con¬ 
tents of the crib are wholly unimportant. Many other cards are 
very hazardous to lay out to your adversary’s crib, even though you 
can hold a pair-royal—such as Two and Three, Five and Six, 
Seven and Eight, and Five and tenth card; therefore, should you have 
such cards combined together, you must pay particular regard to 
the stage of the game. This caution equally applies to many other 
cards, and particularly when, the game being nearly over, it hap¬ 
pens to be your own deal, and that your opponent is nearly home, 
or within a moderate show-out. Here, then, should be especial 
care taken to retain in hand cards which may enable you to play 
“ off” or wide of your adversary, and thus prevent his forming any 
sequence or pair-royal. In similar positions you should endeavor, 
also, to keep cards that will enable you to have a good chance of 
winning the end hole, which frequently saves a game. 


CRIBBAGE. 


99 


HOW TO PLAY THE HIGH GAME. 

The chances in this game are often so great, that even between 
skilful players, it is possible, at Five-card Cribbage, when the ad¬ 
versary is fifty-six, for a lucky player, who had not previously made 
a single hole, to be more than up in two deals, his opponent getting 
no farther than sixty in that time ; and in Four-handed Cribbage a 
case may occur, wherein neither of the two players hold a single 
point in hand, and yet the dealer and his friend, with the assistance 
:f a Knave turned up, may make sixty-one by play in one deal, 
while the adversaries only get twenty-four ; and although this may 
not happen for many years, yet similar games may now and then 
be met with. 

The following we take from Walker’s treatise, as quoted by all the 
modern writers on the game. 

“ Should you hold a Three and a Two, it is frequently the best 
play to lead off the Three (or the Two), on the chance of your ad¬ 
versary playing a tenth card (of which never forget that there are 
sixteen ), making thirteen, when your Two (or your Three) drops in, 
making two points for the fifteen. The same principle applies to 
the leading from a Four and an Ace, and has this additional ad¬ 
vantage, that should you thus succeed in forming fifteen, your 
opponent can form no sequence from your cards. 

“ Remember, that when your adversary leads a Seven or Eight, 
should you make a fifteen, you give him the chance of coming in with 
a Six or a Nine, and thus gaining three holes against you; but this 
will sometimes tend to your advantage by allowing of your rejoin¬ 
der with a fourth card in sequence. For instance, your opponent 
leads an Eight, and you make fifteen by answering with a Seven; 
he plays a Six, making twenty-one, and scores three for the se 
quence, but having a Nine or Ten, you play it, and score four or 
two after him. In all such cases, play to the state of your game ; 
for what would be at one time correct, would be, at another, the 
worst possible play. 

“ To lead from a pair is generally safe play, good; because, should 
your opponent pair you, you form a pair-royal, making six holes ; 
while the chance of his rejoining with a fourth is too small to be 
taken into consideration. It would rarely, though, be correct to 
lead from a pair of Fives, as he would make fifteen with a Tenth card. 

“ When your adversary leads a card which you can pair, it is bet- 


100 


HIGH GAME. 


ter to make fifteen, in preference to the pair, should you be able so 
to do ; as you will naturally suspect he wishes you to pair him, in 
order to make a pair-royal himself. But here, as elsewhere, your 
chief guide is the relative state of the game. 

“ When you can possibly help it, consistently with your cards, do 
not, in play, make the number twenty-one ; for your antagonist is 
then likely to come in with a tenth card, and score two. 

“ Should you hold a Nine and Three, it is good play to lead the 
Three ; because, should it be paired, you form fifteen by playing the 
Nine. The same applies to the holding of a Four and a Seven; in 
which case, should your Four be paired, you make fifteen with the 
Seven. 

“ The following style of play facilitates your obtaining the end hole. 
Should you hold two low cards and one high card, lead the former; 
but should you hold one low card and two high cards, lead from the 
latter. Like other general directions, all this is, however, subject 
to contingencies. 

“ Holding a Ten and Five, and two holes being at the moment an 
object of great importance, lead the tenth card, in hopes of your ad¬ 
versary’s making fifteen, when you can pair his Five. 

“ Holding a Seven and Four, it is good play to lead the Four; be¬ 
cause, if paired, your Seven comes in for fifteen : the same direction 
applies to your holding a Six and Three, and Three and Nine, or other 
cards similarly related. 

“ When compelled to lead from a sequence of three cards, play the 
lowest, or highest, in preference to the middle card. With a Six, 
Seven, and Eight, the Seven is, however, then the best card, as it 
enables you to bring in a sequence. 

“ In laying out for your own crib, suppose you hold a pair of Fives, 
and no tenth card, discard them both. Bear in mind that of all the 
tenth cards, the Knave is of the most importance; and that those 
cards which tell best in counting the hand, are not always the best 
for playing. 

“If in play you throw down a Four, making the number twenty- 
seven, your adversary has the chance of pairing your Four, and of 
making at the same time thirty-one. If you make twenty-eight with 
a Three, you incur the same risk. These apparent trifles must be 
studied, and similar points on your part, if possible, avoided, while 
you should be constantly on the watch to grasp them for yourself, 
should your antagonist leave an opening. 


CRIBBAGE. 


101 


I “ As the dealer plays last, his chances are greater than those of the 
leader for making the end hole or other desirable points in play. 
{The dealer has also in his favor the chance of gaining the two points 
iby lifting a Knave or Jack, and making ‘two for his heels.’ ” 
i The phrase “playing off” is used in contradiction to its reverse, 
“playing on.” Thus, should your adversary lead a Five, and you 
{followwith a Six, Seven, Four, or Three, you “play on,”because you 
allow him the chance of making a sequence; while, by playing a 

I high card, you only leave him the chance of making a fifteen with 
a small one—that is, you “play off.” Half the battle depends on 
whether you- play “off” or “ on but all must depend on your own 
[ judgment. Occasionally you may play on with a view to your own 
j; longer sequence ; as for instance, he plays a Seven, and you hold a 
Five, Fom^’aiM* Three* You play the Five in reply to his Seven, 
which allows him to play the Six, if he has one, and then you are able 
.to come in with your Four, and perhaps win the Three to follow. 


ODDS OF THE GAME. 

The chances of points in a hand are calculated at more than 
four, and under five; and those to be gained in play are reckoned 
two to the dealer, and one to the adversary, making in all about six 
on the average, throughout the game ; and the probability of those 
in the crib are estimated at five ; so that each player ought to make 
sixteen in two deals, and onward in the same proportion to the end 
of the game ; by which it appears that the first dealer has rather 
the advantage, supposing the cards to run equal, and the players 
likewise equally matched in skill. By attending to the above cal¬ 
culation, any player may judge whether he is at home or not, and 
thereby play his game accordingly, either by making a push when 
he is behind and holds good cards, or by endeavoring to balk the 
, opponent when his hand proves indifferent. 

IN’ FAVOR OF THE DEALER. 


Each party being even 5 holes going up, is. 6 to 4 

at 10 holes each. 12 •• H 

15 each. 7 • • 4 

20 each. 6 .. 4 

25 each. H • • 













102 


SIX-CAED CEIBBAGE. 


Each party being at 30 each, is. 9 to 5 

35 each. 7 .. 6 

40 each. 10 .. 9 

45 each. 12 .. 8 

50 each. 5 .. 2 

55 each. 21 ..20 

60 each. 2 .. 1 

When the dealer wants 3 and his opponent 4. 5 .. 4 \ 

In all situations of the game, till within 15 of the end, 

when the dealer is 5 points ahead. 3 .. 11 

But when within 15 of the end. 8 .. 11 

And if the dealer wants 6, and the adversary 11. 10 .. 1 

Should the dealer be 10 ahead, it is. 4 or 5 .. 1 

And near the end of the game. 10 or 12 .. 11 

When the dealer wants 16, and the antagonist.... 11 .. 21 .. 20 

AGAINST THE PE ALEE. 

Both players being even at 56 holes each, is. 7 .. 5 

57. 7 .. 4 

58.... 3 .. 2 

If the dealer wants 20, and his opponent 17. 5 .. 4 

When the dealer is 5 points behind, previous to turning 

the top of the board. 6 .. 5 

When he is 31, and the antagonist 36. 6 .. 4 

When 36, and the adversary 41. 7 .. 4 

EVEN BETTING. 

When at 59 holes each player. 

In all points of the game, till within twenty of the end, if the non 
dealer is three ahead. 

The dealer wanting 14, and his antagonist 9. 

Ditto.11, Ditto.7. 

SIX-CARD CEIBBAGE. 

This game is also played with the whole pack; it is the game 
most popular in this country; but both in skill and scientific 
arrangement it is vastly inferior to that played with five cards. 
Still, it is a pleasant resource in a dull hour, and abounds with 

























CBIBBAGE. 


103 


amusing points and combinations, without taxing the mind much. 
It is played on the same board, and according to the principal por¬ 
tion of the rules of the preceding game. Its leading peculiarities 
may be thus summed up. 

The dealer gives six cards to himself and his adversary. Each 
player lays out two of these for crib, retaining four in his hand. 
The deal and the “ start” card is the same as at the five-card game, 
in like manner the pairs, sequences, fifteens, &c., operate, and the 
game point is sixty-one. The non-dealer, however, is not allowed any 
i points at the beginning. The main difference between the games 
; is, that in the game already described, the object is to get thirty- 
one, and then abandon the remaining cards ; at the six-card game 
the whole are played out. There are more points made in the play, 
while, at five cards, the game is often decided by the loss or gain of 
one point. At Six-card Cribbage, the last card played scores a 
point. This done, the hands and crib are scored as at the five-card 
game ; then another deal is played, and the victory is gained by the 
party who first gets sixty-one. 

As all the cards must be played out, should one party have ex¬ 
hausted his hand, and his adversary have yet two cards, the latter 
are to be played, and, should they yield any advantage, it must be 
taken. For instance, C. has played out his four cards, and D. hav¬ 
ing two left (an Eight and Seven), calls fifteen as he throws them 
down, and marks three points—two for the fifteen, and one for the 
last card. Again, should D.’s two cards have been a pair (Threes, 
for instance), he marks two for the pair, and a third point for the 
last card. Speculating on this and other probabilities, you will al¬ 
ways endeavor, when you are last player, to retain as close cards as 
possible, for this will frequently enable you to make three or four 
points, by playing your last two cards, when you would otherwise 
make but a single point. But this demands further illustration, as 
it is of paramount importance. For example : 

Suppose you hold for the last two cards a Seven and Eight, and 
that your adversary has only one card remaining in his hand, the 
probable chance of its being either a Six or a Nine (in either of 
which cases you come in for four points) is eleven to two; there¬ 
fore, it is only eleven to two but you gain three points by this 
play, exclusive of the end-hole; whereas, were you to retain, as 
your last two cards, a Seven, with a Ten, or any two cards simi¬ 
larly wide apart, you have no chance to score more for them than 



104 


SIX-CARD CRIBBAGE. 


the end-hole, as there is no probability of their coining in for any 
sequence; or, if you can retain a pair of any kind for the last two 
cards (your adversary having only one card, and he being the first 
player), you by this means make a certainty of two points, exclusive 
of the end-hole. By the same rule you ought always to retain such 
cards as will (supposing your adversary to have none left) make a 
pair, fifteen, &c., for by this means you gain many points which you 
otherwise could not possibly get. 

The calculations for throwing out at the five-card game are, for the 
most part, applicable to this. Still, there is not quite so much 
temptation to sacrifice the hand for the sake of the crib, as they do 
not both contain a similar number of cards. At this game the hand 
scores more than the crib, as there is one player always on the look¬ 
out to balk crib, while so many points being open to the play, offers 
a greater inducement to keep together a good hand. As soon as 
thirty-one, or the number nearest to it, be made in playing the hknd," 
the cards should be turned down, that no confusion may come of 
their being mixed with the succeeding cards. 

As before explained, in speaking of Five-Card Cribbage, your 
mode of conduct must be governed uniformly by the state of your 
game. Play to your score, and put the final result partially out of 
view. Whether it is your policy to play “ on” or “ off,” must be 
ever the question in making up your judgment. 

On an average, a hand, the moderns say, ought to yield about 
seven, and a crib five points. It is useful to remember this in lay¬ 
ing out, and to note the difference between the odds of seven to five 
in favor of the hand here, and the superiority of the crib to the hand 
at Five-Card Cribbage. 

The average number of points to be made each time by play is 
from four to five. The dealer has the advantage here, because he 
plays last. Pasquin considered that you were only entitled to 
twenty-five points for three shows and play, and that the dealer is 
at home if, when he makes his second deal, he is twenty-five points 
up the board, and when he deals for the third time, within eleven 
holes of game. The present system of calculation is to allow twenty- 
nine instead of twenty-five holes for the three shows, and to con¬ 
sider that at the end of the second round each player is at home at 
twenty-nine holes. 

As you are on a parity at starting, being both at home, you will 
play with moderate caution your first hand, making fair risks, but 


CRIBBAGE. 


105 


not running into too wide speculations. On taking up your 
second hand, you will adapt your play to the relative scores on the 
board, as you have been told in relation to the other variety of the 
game, and will play “ on” or “ off,” according to the dictates of 
policy. The same rule will govern your conduct during the re¬ 
mainder of the game ; and should your adversary have gained the 
preference, or should you be more than home, both cases must be 
taken into consideration in playing your hand. If your cards pre¬ 
sent a flattering prospect, and you are by no means home, it is youi 
duty to make a push, in order to regain the lead by running; 
whereas, should your adversary be better planted than you, and 
should you take up bad cards, it will be the best play to keep off, 
and only endeavor to stop your antagonist as much as possible, and 
thereby have a probable chance of winning the game, through his 
not being able to make good his points. 

As so many points are to be gained in play by the formation of 
long sequences, you will frequently find it advantageous, having 
eligible cards for the purpose in view, to lead or play so as to tempt 
your adversary to form a short sequence, in order that you may 
come in for a longer. And this opportunity is particularly to be 
sought for, when a few holes are essential to your game, though 
gained at any risk. If you hold, as leader, a One, Two, Three, and 
Four, the best card to lead is the Four, since if paired, you 
answer with the Ace, and your adversary’s second card may not 
form a fifteen. 

THREE-HANDED CRIBBAGE. 

The game of Three-handed Cribbage is not often practised. It is 
played, as its name imports, by three persons; the board being of 
a triangular shape, to contain three sets of holes of sixty each, with 
the sixty-first or game hole. Each of the three players is 
furnished separately with pegs, and scores his game in the usual 
manner. 

Three-handed Cribbage is subject to the same laws as the other 
species of the game. The calculations as to discarding and play¬ 
ing are very similar; but it must be remembered that as all three are 
independent, and fight for themselves alone, you have two antago¬ 
nists instead of one. 

Five cards compose the deal. They are delivered separately, 


106 


FOUR-HANDED CRIBBAGE. 


anG after dealing the fifteenth, another, or sixteenth card, is dealt 
from the pack, to constitute the foundation of the crib. To this 
each of the three players adds one card, and the crib, therefore, 
consists of four cards, while each individual remains with four cards 
in hand. The deal and crib are originally cut for, and afterwards 
pass alternately. 

It is obvious that you will be still even, if you gain only one 
game out of three, since the winner receives a double stake, which 
is furnished by the two losers to him who first attains the sixty-first 
hole. It has been computed that he who has the second deal has 
rather the best chance of victory; but there seems very little 
difference. 

Occasionally, at this game, some amusement arises from the com¬ 
plicated sequences formed in play; but ordinarily it is a poor enough 
affair. It will frequently happen that one of the three players 
runs ahead of the two others so fast, that it becomes their interest 
to form a temporary league of union against him. In this case they 
will strive all they can to favor each other, and regain the lost 
ground ; and, in general, players will do well not to lose sight of 
this principle, but to prefer favoring the more backward of the 
adversaries, to giving the chance of a single point to the other. 
Such leagues, however, are a good deal resembling those between 
higher authorities—in the making of which, each enters a mental 
caveat to break it the first moment it suits his convenience. 


FOUR-HANDED CRIBBAGE. 

The game of Four-handed Cribbage is played by four persons, ii* 
partnerships of two and two, as at Whist—each sitting opposite to 
his partner. Rubbers or single games are played indifferently. 
Sixty-one generally constitute the game ; but it is not unusual to 
agree, in preference, to go twice round the board, making the num¬ 
ber of game one hundred and twenty-one. 

j At the commencement of the sitting, it is decided which two of 
the four players shall have the management of the score, and the 
board is placed between them. The other two are not allowed to 
touch the board or pegs, though each may prompt his partner, and 
point out any omissions or irregularities he may discover in the 
computation. The laws which govern Five-Card Cribbage are 
equally applicable here, as to the mode of marking holes, . de 


CRIBBAGE. 


107 


ficiencies in the counting, the taking too many points, etc. He 
who marks has a troublesome task, arising from the constant vigilance 
requisite to be exercised, in order not to omit scoring points made 
by his partner ; his own gains he seldom forgets to take. He who 
does not mark should acquire the habit of seeing that his partner 
marks the full number he requires. Partners may assist each other 
in counting their hands or cribs—their interests being so com¬ 
pletely identified. 

It is most usual to play rubbers, and to cut for partners every 
rubber. The two highest and two lowest play together. The Ace 
is always lowest. In some circles they consider all tenth cards 
equal in cutting for partners : in others they allow of preference, ac¬ 
cording to rank, as at Whist. This would, however, be only appli¬ 
cable to cutting for partners. Also, in some cases it is the practice 
for the deal to go to the two who cut the lowest cards for partner¬ 
ship ; but in general, the deal is decided by a subsequent cut between 
the two parties who are to score ; the Ace being the lowest card, 
and all tenth cards being equal. If it is decided not to change part¬ 
ners after a game or rubber, there must be a fresh cut still for the 
deal. Each may shuffle the cards in turn, according to the laws 
which regulate this operation at Whist. 

The deal and crib pass alternately round the table as at Whist, 
from right to left. The usual laws of Cribbage regulate the act of 
dealing, as to exposing cards, and so forth; and no one is suffered 
to touch their hands until the deal is complete. Before dealing, the 
cards must be cut in the ordinary way by your right-hand antago¬ 
nist. 

The dealer delivers five cards to each, in the usual mode, from 
right to left, one card at a time. The remainder of the pack he 
places on his left hand. Each person then lays out one card for the 
crib, which is of course the property of the dealer. The left-hand 
adversary must discard first, and so round the table ; the dealer lay¬ 
ing out last. There is no advantage in this, but such is the custom 
It is hardly necessary to say that the crib always belongs to the 
dealer. 

As there is but one card to be laid out from the five received by 
each player, there is seldom much difficulty in making up your 
choice. Fives are the best cards to give your own crib, and you 
will never, therefore, give them to your antagonists. Low cards are 
generally best for the crib, and Kings or Aces the worst. Aces 


108 


FOUR-HANDED CRIBBAGE. 


sometimes tell to great advantage in the play at this game. When 
your partner has to deal, the crib being equally your own, as if you 
had it in your proper possession, must be favored in the same way. 
Before discarding, always consider with whom the deal stands. 

When all have laid up for the Crib, the pack is cut for the start- 
card. This cut is made by your left-hand adversary’s lifting the 
pack, when you, as dealer, take off the top-card, as at Five-Card 
Cribbage. Observe that it is the left hand adversary who cuts this 
time, whereas, in cutting the cards to you at the commencement 
of the deal, it is your right-hand adversary who performs the opera¬ 
tion. 

Having thus cut the turn-up card, the player on the left-hand of 
the dealer leads off first, the player to his left following, and so on 
round the table, till the whole of the sixteen cards are played out ac¬ 
cording to the laws. Fifteens, sequences, pairs, &c., reckon in the 
usual way for those who obtain them. Should either player be un¬ 
able to come in under thirty-one, he declares it t^> be a “go,” and 
the right of play devolves on his left-hand neighbor. No small cards 
must be kept up, which would come in under a penalty. Thus, should 
A. play an Ace, making the number twenty-eight, and should each of 
the other three pass it without playing, not having cards low enough 
to come in,—on its coming round to A., he must play if he can un¬ 
der thirty-one, whether he gain any additional points by so doing 
or not. Example: 

B. plays an Ace and makes thirty. Neither of the other three can 
come in, and on the turn to play coming round again to B., he plays 
another Ace and marks four points; two for the pair of Aces, and 
two for the thirty-one. 

Many similar examples might be adduced, and there frequently 
arise difficult and complicated cases of sequences made this way out 
of low cards. Indeed, the playing out of the hand requires constant 
watchfulness on all sides; much more so than in Six-Card Cribbage. 
So many points are made by play in Four-handed Cribbage, that it 
is essential to play as much as possible to the points, or stages, of 
the game; sufficient data respecting which will be presently 
given. 

In leading off, great care is necessary ; not only at first starting, 
but after every “ rest,” or thirty-one. A Five is a bad lead, because 
the chances of a Ten succeeding it are so numerous; and an Ace is 
seldom a good lead, since, should the second player pitch what is 


CRIBBAGE. 


109 


highly probable, a tenth card, yonr partner cannot pair him with - 
out making the ominous number of twenty-one ; a number equally 
bad at every description of Cribbage, since the next player has thus 
so good a chance of converting it, by another tenth card, into thirty- 
one. A Nine, again, is a bad lead, for should your left-hand adver¬ 
sary make fifteen with a Six, he cannot be paired by your partner, 
without making twenty-one. Bear this constantly in mind, and 
when possible to avoid it by equally good play, never either make 
the number twenty-one yourself, nor lead so as to compel your part¬ 
ner to do so. Threes or Fours form safe leads. 

The second player will observe caution in pairing a card, so as 
not to give away the chance of six for a paltry couple, unless par¬ 
ticularly wanting ; or from some collateral reasons, he may consider 
it a safe pair ; as in the case of the turn-up’s being a similar card,— 
his holding the third of the same in his hand—the having seen one 
of the same already dropped, and so on. The same care must be 
shown in not playing closely on, unless compelled by the cards. 
Suppose your right-hand adversary leads a Three, it is obvious 
that if you reply with a Two or Four, you give your left-hand an¬ 
tagonist a good chance of forming a sequence, which he could not 
do had you played off. On the other hand, there frequently arise 
cases in which you feel justified in playing “ on,” purposely to tempt 
your adversary to form the sequence ; in order to give your partner 
the chance of coming in for a still longer sequence. In many situa¬ 
tions, a few holes may be of paramount value, gained at any risk. 
If the second player can make fifteen, it is generally better play 
than pairing the card led. Towards the end of the game it is some¬ 
times important to retain cards all wide apart, when the object is 
merely to prevent your antagonist from making points in play; but 
as you only lay out one card, you have little chance of assorting 
your hand as you could wish. 

The third player should aim at making the number below twenty- 
one, in order to give his partner a good chance of gaining the end- 
hole for the “ go,” or the two for thirty-one. 

The dealer knowing he will have to play last the first round, will 
sometimes find it advantageous to hold Aces, or low cards for the 
purpose ; particularly when it is essential to score a few holes in 
play, or when the only chance of game arises from the possibility of 
playing out. Holding Aces, it is frequently better play, when you 
have the option, to make twenty-seven or twenty-eight, than thirty, 


110 


FOUR-HANDED CEIBBAGE. 


in order to have a chance of bringing in your Aces, which sometimes 
yield a heavy amount of points at that stage of the computation. 
When it is certain that the game will be decided in the course of the 
playing out of the hand, without coming to your show, you will 
keep good cards for playing at all hazards. 

When the hand is played out, the different amounts are pegged, 
the crib being taken last. He who led off must score first, and so 
on round to the dealer. Each calls the number to which he con¬ 
siders himself entitled, and watches to see that they are scored prop¬ 
erly; while at the same time he does not fail to scan his adversaries’ 
cards with an observant eye, to see that, through mistake , they do 
not take more than their due. 

The amount of points to be expected, on an average, from each 
hand, is seven, and from the crib about four to five. From the play, 
it is computed that each of the four players should make five points 
every time. Reasoning on these data, the non-dealers are at home, 
at the close of the first round, should they have obtained nineteen 
or twenty points, and the dealers are at home at the end of the first 
round, should they have acquired twenty-three or twenty-four. At 
the finish of the second round, with their average number, each set of 
players would be forty-two to forty-three. At the close of the third 
round, the non-dealers should be just out, or else the dealers will win. 
You must not, however, suppose there is any advantage to be gained 
from not having originally the deal; the chances are so various that 
the parties start fully equal; no matter whether with, or without the 
deal. From the above calculation, the game, going only once round 
the board, should be over in three rounds, both parties having a crib 
inclusive. Those who have not the first deal, have the original 
chance of winning, if they can keep it , by holding average cards 
throughout the game. Should they fail in making this good, the 
dealers (those who dealt originally are here signified,) will generally 
sweep all, having their second crib, and first show afterwards. As 
we have before intimated, it is quite as likely that the non-dealers 
will fail in holding “ their own,” as not. The non-dealers should 
observe moderate caution in the first hand, but under this head it is 
needless to say more to either party, than to impress it upon them 
again and again, to become thoroughly acquainted with the number 
of points which form medium hands, as well as the different stages 
of the game, and play accordingly. Moderate attention is all that 
is required to play Four-handed Cribbage well. It is a pleasant 


CRIBBAGE. 


Ill 


lively game, and when well conducted yields considerable amuse¬ 
ment. 

EXAMPLES OF HANDS. 

We now give a few of the hands most common, and which the 
player will discover at a glance, without counting his cards before 
him. 

Any sequence of three cards and a fifteen . . . count 5 


Any sequence of four cards and a fifteen v as seven, eight, 

nine, and ten) ........ 44 6 

Any sequence of six cards . . . . . . 44 6 

Any flush of four cards and a fifteen . . . . 44 6 

Any flush of four cards and a pair . . . . “ 6 

Two Aces, two twos, and a nine.“6 

A seven, eight, nine, ten, and Knave . . . . 44 7 

Three twos and a nine ....... 44 8 

Two sixes and two threes ...... « 8 

Two threes and two nines . . . . . . 44 8 

Two sixes, a three, and a nine ..... 44 8 

A six, seven, eight, and nine . . . . . 44 8 

A six, five, and two sevens . . . . . • 44 8 

Any double sequence of three cards and a pair (as Knave, 

Queen, and two Kings) ...... 44 8 

Any sequence of four cards and a flush .... ‘ 4 8 

A six, seven, eight, nine, and ten ..... 44 9 

Two tenth cards (not a pair) and two fives . . , 44 10 

Two nines, a seven, and an eight . , . . . 44 10 

Two sixes, a seven, and an eight . , . . . 44 10 

Three fours and a seven . . . . . . 44 12 

Three sixes and a nine ....... 4 12 

Three sevens and an eight ...... 4 12 

Three eights and a seven . . . , . . 44 12 

Three nines and a six 12 

Three threes and a nine .. 44 12 

Three sixes and a three.“12 

Three sevens and an Ace . . . . . . “12 

Two tens (pair) and two fives. 44 12 

Two nines and two sixes. 44 12 

Two eights and two sevens . . . . . 44 12 











EXAMPLES OF HANDS. 


m 


Two fives, a four, and a six . 

Two fours, a five, and a six . 

Two sixes, a four, and a five . 

Two eights, a seven, and a nine 
Two sevens, an eight, and a nine 
Three fives and a tenth card 
Four, five, and six of Clubs, and a five of Hearts turned 
up—(six for the sequences, three for the flush, four for 
the fifteens, and two for the pair of fives) . 

Two nines, a six, seven, and eight 
Two threes, two twos, and an Ace 
Any double sequence of five cards, as 1, 1, 2, 2, 3 
Two eights, a seven, and two nines 
Two sevens, two eights, and a nine 
Two sixes, two fives, and a four 
Two sixes, two fours, and a five 
Two fives, two fours, and a six 


count 12 
“ 12 
“ 12 
“ 12 
“ 12 
“ 14 


15 

16 
16 
16 
20 
24 
24 
24 
24 


Suppose you have a crib composed of 

A five of Clubs, 

Five of Spades, 

Five of Diamonds, 

And knave of Hearts, 

With the five of Hearts turned up. 

How many points would it count? Twenty-nine. Thus:— 

Knave and five of Spades—fifteen. 

Knave and five of Diamonds—fifteen . 

Knave and five of Clubs—fifteen ...... 

Knave and five of Hearts—fifteen ...... 

Five of Spades, five of Diamonds, and five of Clubs—fifteen . 
Five of Spades, five of Diamonds, and five of Hearts—fifteen . 
Five of Spades, five of Hearts, and five of Clubs—fifteen 
Five of Diamonds, five of Hearts, and five of Clubs—fifteen . 

Double pair-royal of fives. 

One point for the knave, being of the same suit as the card 
turned up. 


2 

2 

2 

2 

2 

2 

2 

2 

12 

1 


Total, 29 

Many other hands might be given, but these are sufficient; the 
experienced player sees immediately he takes his cards in hand what 
they will make with the turn-up added. 

Remember always that it is better to spoil your hand than to make 











ECARTE. 


113 


your opponent’s crib. Look well to the state of his game, and he 
not too ready in making holes in play. Be careful, watchful, and 
steady; and above all, keep your temper ! 


EC ARTE. 

Ecart6 is played by two persons with a pack of thirty-two cards— 
the Twos, Threes, Fours, Fives and Sixes being discarded in prepar¬ 
ing the pack. 

The game consists of five points, unless otherwise agreed on ; and 
in order to facilitate the deal, and prevent the possibility of the place 
of particular cards being remembered, two packs are commonly used. 
The King is the superior card, and after him follow the Queen, 
Knave, Ace, Ten, Nine, Eight, and Seven. Remember that the Ace 
is the lowest of the court cards. 

The cards are dealt three at a time to each player, and then two, 
or vice versa. The eleventh card is then turned up on the pack, 
and forms the trump. If the trump happens to be a King of any 
suit, the dealer takes one point, and exclaims, “ I mark King.” 

The markers are usually a deuce and a trois from the discarded 
suits. The King cannot be marked if it is not declared before the 
first trick is played. 

The non-dealer has the privilege of exchanging, or, rather, claim¬ 
ing to exchange, any or all of his cards. If he wishes to exchange, 
he says, “ I propose.” If the dealer accept, he asks, “ How many ?” 
If he refuse, the game proceeds. It is usual to employ French 
^phrases at Ecart6. Thus, the player who discards says, “ J’ecarte 
or when he proposes, “ Je propose.” 

If the dealer refuse to exchange any cards, the nOn-dealer scores 
double for the points he may make, except in the case of marking 
King. The game consists of five points, the highest card of the 
suit led winning the trick. Three tricks must be obtained in order to 
score one point; five tricks to score two points. The King of trumps 
held in hand scores one point. Immediately the King be discovered 
in the hand of either player, it must be declared—“ I mark King!” 
It is not, therefore, impossible for the non-dealer to score a game 



114 


ECARTE. 


in a single hand. He marks King, proposes, and is refused; makes 
all five tricks, and marks two points: doubled, four; with King, 
five. In France it is usual to change the cards more than once, or, 
if it be agreed on, as often as the non-dealer wishes, till the pack is 
exhausted. In our game, however, only one discard is allowed. 

The game then proceeds as follows:—The non-dealer plays a 
card which the other player must head if he can. All the suits take 
order in the same way, from Seven to Ace, Knave, Queen, and King. 
The second player must follow suit if he has a card of the suit led. 
If not, he may either trump or pass the trick. 

Having won a trick, the leader plays another card, and so on 
till the four tricks are played out. 

The game is usually played in rubbers—the best two games out 
of three, or the best three out of five, as may be determined at the 
commencement. 

To decide the deal, the cards are cut at the commencement of 
each game—the lowest card deals : the Ace, as in Whist, being low¬ 
est. Ties cut again. Each player takes the deal in turn. 

The dealer shuffles the cards, and the non-dealer cuts them : but 
the latter is entitled to shuffle, and the dealer to re-shuffle ; or to 
present the pack without re-shuffle, or to call for fresh cards. [These 
regulations of course refer to games played for high stakes.] 


TECHNICAL TERMS USED IN ECARTE. 

Ecarte .—To discard. The throwing out of one or more useless 
cards, for the purpose of replacing them by others from the talon or 
pack. The term used is J'ecarte. 

Elder Hand. —Is the person who wins the first trick, previous to 
when it is the party opposed to the dealer. 

Forcing. —Is playing a suit which the adversary cannot follow. 

Point. —Is three tricks out of the five. Five points are the game. 

Proposition .—Is an offer of discarding. In French, Je propose. 

Quart. —A sequence of four cards. 

Quart-Major. —A sequence in which the King is included. 

Quint. —A sequence of five cards. 

Quint-Major. — A sequence in which the King is included. 

Revoke. —Is not being able to follow suit. 

Score. —Is the state of the game 


LAWS OF THIS GAME. 


115 


Sequence. —The regular succession of any number of cards in 
hand. 

Single. —Is when one party wins the game, after the adversary 
has won three. 

Double. —When one party wins before his opponent scores three. 

Treble. —When one party wins the game before the other has 
scored one point. 

Tierce. —A sequence of three cards. 

Tierce-Major. —A sequence in which the King is included. 

Underplaying. —Is following suit with a card of inferior value, 
when you have a commanding one in hand. 

Vole. —Is when a party wins every trick. 

Talon. —What remains of the pack after there has been distributed 
to each player what he requires. 

LAWS OF THE GAME. 

Ecarte ought to be played with two packs distinguished by backs 
of different colors. 

At the commencement the dealer may select the color he pleases, 
but having done so, he must play with them during the game. 

The deal is determined by cutting the lowest cards. The cards 
must be shuffled by the dealer, and cut by his adversary ; but the 
latter has the privilege to shuffle them before cutting, and the deal¬ 
er, on his side, to shuffle them again before they are cut. 

The game consists of five points. 

The player who makes the point scores one, and for the vole two. 

The King always counts for one, whether it be turned up or dealt; 
but if held in the hand, it must be announced before the player plays, 
or he loses the right to mark it; and if either party announces the 
King when he has it not, the adversary marks one for the mistake. 

OF DEALING. 

Five cards are dealt either by three and two, or vice versa , to each 
player; but whichever mode be adopted at the commencement, it 
must be observed throughout the game. If departed from, the ad¬ 
versary before looking at his cards may insist upon a new deal. 

A card faced during the deal, renders it void, unless it happen to 
be the eleventh, or trump card, which is to be turned up. 

If the dealer faces one of his adversary’s cards, the deal is void, 


116 


ECAETE. 


or not, at his option; but if the card belongs to the dealer, it is not 
void. Should the dealer distribute .too many cards to his adversary, 
he may either throw out the superfluous cards, or call for a new 
deal. If the dealer gives less than the right number, the adver¬ 
sary may complete them from the talon , without altering the trump 
card, or call for a new deal. 

If, on the other hand, the dealer has too many cards, his adversary 
may either demand a new deal, or draw the superfluous cards. 
Again, if he has a less number than he ought to have, the adversary 
may demand a new deal, or permit the number wanting to be taken 
from the talon. If two or more cards be turned up by the dealer, 
the adversary may ascertain, if possible, which should have been 
the trump card, and it must be considered so if discovered ; or he 
has the privilege of putting aside all the cards which may have been 
seen, and to have a fresh one turned up, or he may demand a new 
deal, provided he hath not seen his cards. 

If either party have more or less cards than he ought to have, and 
discards for the purpose of exchanging, without acquainting his ad¬ 
versary of the circumstances, he loses two points, and likewise the 
right of marking the King, whether it be turned up or in hand. If 
either player deal out of his turn, and it be discovered before the 
trump card is turned, a new deal may be called for; but should the 
turn-up card be faced, the cards ought to be put aside for the next 
deal. If the wrong deal be not discovered before discarding or play¬ 
ing, it stands good. 

If either party plays out of his turn, he must take up his card, 
unless his adversary had played to it, in which case it is a good trick. 
Either party looking at his adversary’s tricks, may be compelled to 
show his own. A player throwing down his cards forfeits two, if he 
has not won a trick ; and if he has won a trick, he loses one. A 
player is considered to have thrown down his cards if he lowers them 
so as to lead his adversary to think that he has given up the game, 
and under that impression has induced him also to show his hand. A 
player quitting his seat without his adversary’s permission, and of 
any person backing his play, must be considered to have given up 
the game : but in that case a better may take up the cards and finish 
the game. 

A player revoking or underplaying, cannot score the point if he 
win it; and likewise if he make the vole , he can only score one, or 
he may be compelled to play the hand over again. 


LAWS OF THE GAME. 


117 


OF DISCARDING. 

If the first player be dissatisfied with bis band, be may propose, 
but it is at tbe option of tbe dealer to accede or not to bis proposal. 

If tbe dealer accedes to the proposal, be gives bis adversary, from 
tbe talon, cards corresponding to tbe number he may have thrown 
out, and then in like manner discards from bis own band as be 
pleases. 

Should tbe dealer not accede to tbe proposal to discard, or that 
bis adversary plays without proposing, tbe opposite party, if be make 
tbe point, is entitled to score two. 

If either party propose or refuse to discard, be cannot retract, 
neither can any alteration be made in tbe number of cards proposed. 

Previous to receiving fresh cards from tbe talon, each party must 
put aside tbe discarded ones, which cannot be again taken in band, 
even if they be trumps; and any player looking at bis discarded 
cards, may be compelled to play with bis band upon the table. 

If tbe dealer, after discarding, face a card, bis adversary may again 
discard or demand tbe card so seen. 

. Should the dealer give more or less cards than are demanded, be 
loses the point, and tbe right to count the King if in band, but not 
if it were tbe trump card originally turned up. 

Should tbe dealer take more cards than he has discarded, he loses 
tbe point, and tbe right to count the King in hand; but if he 
takes less, he may make it up from tbe talon, and if tbe error be not 
discovered until be has played, bis adversary is entitled to count tbe 
tricks which be cannot play to. 

If tbe elder band demand more cards than be has discarded, be 
loses tbe point, and likewise the right to count the King; but 
should he ask for a less number, be does not lose tbe right to 
mark the King. 

Should tbe cards be faced after discarding, fresh cards may be 
called for, but not a new deal. 

If after discarding, a second proposal for discarding is made by 
tbe elder hand, tbe refusal of the dealer to comply does not subject 
him to forfeit two, should be lose the point. 

If tbe elder band, with tbe permission of the dealer, discard sev¬ 
eral times, he may take from the talon as required ; and if by that 
means the slock be exhausted, so that there remain none for the 
dealer to exchange, he must keep the cards he has dealt; and it he 


118 


ECARTE. 


should have discarded before discovering his mistake, he must draw 
the number of cards wanting to complete his hand from those thrown 
out by his adversary. 

Either party, after discarding, playing with more than five cards, 
loses the point and the right of counting the King. 


THE HIGH GAME—HOW TO PLAY IT. 

It is generally advisable to propose, even if you have a good hand; 
for if the dealer refuse, you score two points for three tricks, and 
four for five tricks. It is sometimes well to propose, although you 
may only wish to change a single card, in order to hazard the deal¬ 
er’s refusal, or to make the vole if the proposal be accepted. 

When a player expects' to make the vole, and has not trumps suf¬ 
ficiently strong to begin by playing them, he must be careful to keep 
changing his suit, in order not to be trumped, and to be able to make 
a trump, whatever it may be, at the fourth card after having secured 
the point. 

When a player has made two tricks, and remains with the Queen 
of trumps and two small ones, knowing the King to be in the adver¬ 
sary’s hand, he ought to lead with one of the small trumps, and wait 
with the Queen guarded. Nothing can then prevent his making the 
odd trick even against King third. 

When there is fear lest the adversary should make the vole , and 
the player has but one trump and four weak cards, without any hope 
of making the point, he must play his strongest single card, in 
order to get a chance of employing his trump in case the suit of his 
single card should be led up to him. 

When the game is three against four, and the player who is at four 
makes his adversary play, or plays himself without changing, he who 
is at three, if he have the King, would do well not to announce it, in 
order to draw his antagonist into the error of leading trumps to pass 
his good cards, and be taken by the King which he did not expect; 
thus losing the point which he would perhaps have won, had he 
known that the King was in the adversary’s hand ; in this case it is 
the less consequence for the player who is at three to announce his 
King and mark it, inasmuch as he gains two points—that is, the 
game, if he make three tricks, his adversary having played or forced 
him to play, without changing. 


THE HIGH GAME. 


119 


To pass a card means to lead it and make u trick with it, without 
its being taken by a higher of the same suit or roughed. 

HANDS THAT WIN OR LOSE THE POINT, JUST AS THEY ARE 

PLAYED. 

1. Suppose a Club the trump. The dealer has Ace of trumps, 
King and Nine of Diamonds, Knave and Nine of Spades. 

The player has Queen of trumps, Queen of Spades, Ace of 
Hearts, Eight and Seven of Diamonds. 

The right game of the player is, to lead his Eight of Diamonds, 
as it is guarded by the Seven; if the dealer take with the Nine, he 
ought to lose the point, and if he take with the King, he ought to 
win it; because, taking with the King, he intimates that he has no 
other Diamond, and, as he is certain that the adversary led the 
strongest of his suit, he runs no risk in employing this ruse ; then 
he plays his Knave of Spades, which is also his guarded card; the 
player takes with the Queen, and then leads Queen of trumps, in 
order to pass his Seven of Diamonds. 

2. Suppose a Heart the trump. The player has the King, Ace, 
and Ten of trumps, the King of Diamonds, and the King of Spades. 
The dealer has the Queen, Knave, and Seven of trumps, the Eight 
and Seven of Clubs. 

The player would feel almost sure of making the vole , if to his 
King of trumps, with which he ought to open the game, he sees fall 
the Queen; and yet this would cause him to lose the point, if the 
dealer is sufficiently adroit to throw her away, instead of the Seven 
on the King; because the player would then continue leading 
trumps, by playing his Ace, and the dealer take it with his Knave, 
and then play his Eight of Clubs, which the player would rough 
with his Ten of trumps, and play one of his Kings ; the dealer 
would rough this with his Seven of trumps, and then pass his second 
Club; the player, having no more trumps to rough with, loses the 
point; whereas, had the dealer thrown the Seven instead of the 
Queen of trumps on the King, the player, fearful of meeting the 
Queen and Knave of trumps accompanied by Clubs, would not have 
continued leading trumps, but played one of his Kings, and would 
necessarily have won the point. 

When you have three tricks in hand, always discard, unless, in¬ 
deed, your adversary is four; then, to discard is imprudent, as you 
aiford him a chance of taking in the King. Again, it is sometimes 


120 


ECARTE. 


imprudent to discard when you wish to throw out less than a ma¬ 
jority of your cards, as the chances of taking in two good cards are 
against you, and you further cannot tell how many your adversary 
may discard. Thus, the elder , hand having the option of the dis¬ 
card and the lead, ought to consider well his hand before he pro¬ 
poses. 

There are certain hands which are styled jeux dc regie ; in other 
words, games which cannot be lost but by the chance of your ad¬ 
versary holding two trumps. With such a combination of cards, it 
is against all rule to discard. 

1. If you hold one trump, a King, with a Queen, and two cards 
of her suit, commence with the Queen and her suit; and if the 
Queen should be trumped, you have two cards for the rentree, to 
regain the suit and continue the game. 

2. If you hold one trump, with a King, and three cards of his 
suit, begin with the trump, if a good card. 

3. If you hold one small trump, a tierce-major, and one small 

card of any other suit, commence with your strongest suit by play¬ 
ing the King; and if trumped, regain with your own trump the lead, 
and play again from your strong suit. * . 

4., If you hold two trumps, an Ace, and Knave of one suit, and a 
Knave of another, commence with the guarded Knave ; and if 
you make the trick, and that your trumps be good ones, follow up 
with them. 

5. If you have two trumps and three cards of another suit, lead 
off with the best card of the other suit, holding the trumps in 
reserve. 

6. If you have two trumps, an unguarded King, and two other 
cards, play a small card and regain the lead by a trump, return the 
lead with the other trump, and if it passes, play your King. 

7. If you have two trumps, a Queen, and another card of her 
suit, and a small card of a third suit; supposing one of the trumps 
a good one, play your Queen; and if trumped, you may regain the 
lead with your small trump, play the other, and then continue the 
Queen’s suit. If both the trumps be small, commence with the 
single card, and if your opponent takes it and should, return the 
suit, your small trumps will tell. 

8. When you hold a King unguarded, and another King with a 
card of the same suit, a Queen and another card of her suit, none 
of which are trumps, vlay the guarded King , and follow it up with 


THE HIGH GAME. 


121 


tlie same ; and should your adversary trump it, you may regain the 
lead with your other King or the Queen. 

9. With a sequence of three trumps, lead off the highest. 

10. If you lead a trump, and find that your adversary cannot fol¬ 
low a suit, reserve your remaining trumps to regain the lead, and 
play any unguarded court card you may have. 

11. If after making two tricks, you hold the Queen and two small 
trumps, play a small card rather than the Queen, as your adversary 
may take her with the King. 

12. If you have a bad hand and only one trump, always lead a 
single card, the best you have, and reserve your trump for the 
chance of making a trick. 

13. There is, however, one point when it is bad policy to declare 
the King, should you hold it. Supposing that you mark three , and 
that your adversary does not allow you to discard, or that being 
himself the elder-hand, he should play without proposing; in either 
case, if he does not make the point, he loses two, which gives you 
the game, a result you will have a greater chance of obtaining by 
masking your hand; in other words, by not announcing that you 
hold the King. 

From the above it will be deduced that more depends upon skil¬ 
ful combination, and a quick calculation of the chances at the 
several stages of the game, than upon good cards. But more fully 
to illustrate our position, we subjoin two games, which we recom 
mend to the attention of the learner as good practice. 

Game 1. 

Dealer. Eldest Hand. 

Ace, King, and Nine of Spades. Queen of trumps. 

Knave and Nine of Clubs. Queen of Clubs. 

Ace of Hearts. 

Eight and Seven of Spades. 

The elder hand commences with the Eight of Spades ; the dealer 
may take it with the Nine ; but should he do so, he loses the game; 
but, on the contrary, if he play the King, he will win it, because, 
by playing the King, his adversary is induced to think that he has 
no more of that suit. 

The dealer will then play his Knave of Clubs, which the adversary 
takes with his Queen, and returns his Queen of trumps, and having 
with his Eight of Spades forced his opponent’s King, is led to 


122 


ECAETE. 


imagine his Seven the best Spade, and loses the point. On the 
other hand, if the dealer had taken his Eight of Spades with his 
Nine, his opponent would have followed his Queen of trumps with 
the Ace of Hearts, instead of playing the Seven of Spades, and 
have made the point. 


Game 2. 


Elder Hand. 

Knave and Ten of trumps 
King of Diamonds. 

King and Ten of Hearts. 


Dealer. 


Queen and Nine of trumps. 
Knave and Ten of Clubs. 
Seven of Hearts. 


The elder hand having here the chance of the vole, he dashes off 
with the King of Diamonds, and as the Queen is the only card 
against him, he may finesse his Knave of trumps ; and if the King 
of Diamonds should be trumped, he may still play for the point. 
Should the dealer follow with the Knave of Clubs, the elder 
hand will trump it with the Ten, return the King of Hearts, and 
make the point; but if, instead of so doing, he had played his 
Knave of trumps, the dealer would have captured it with the Queen, 
and made his Ten of Clubs. To the King of Hearts the dealer will 
play the Seven ; the elder hand plays the Ten of Hearts ; the dealer 
trumps it, returns his Ten of Clubs, which is trumped with the 
Knave, and thus the elder hand wins the point. 

The foregoing illustrations will familiarize the learner with the 
fundamental principles and the finesse of the game, and a thorough 
knowledge of its chances will guide him as to the policy of discard¬ 
ing ; above all, he must always well consider the state of the score, 
and remember that the policy of the dealer is not that of his ad¬ 
versary, neither is it the same at all points of the game. Again , 
let him take care that his countenance be not the index of his hand. 
A novice, by his hurried manner of proposing, often betrays the weak¬ 
ness of his hand to his adversary, and thus defeats his own object 
Coolness and impassibility of countenance are two indispensable 
qualities at Ecarte. 


CALCULATION OF THE ODDS. 


Against the dealer turning a King, it is 7 to 1. 

That the elder hand or dealer does not take in, supposing they 
discard three cards, two trumps are 4 to 1 against him. 


PIQUET.-TEEMS USED IN THE GAME. 


123 


One or more, 3 to 1 for him. 

With one trump in hand, on discarding three, the chance of 
taking in two more trumps is 6h to 1 against him. 

One or more is about 6 to 5 for him. 

That either hand does not hold the King the first time, are 
5 and one fifth to 1. 

N. B. When the dealer and the elder hand discard the same num¬ 
ber of cards, their chance is the same, and varies only in ratio to 
the relative number of cards discarded by each. 


PIQUET. 

This once fashionable game for two persons is very amusing, but 
by no means easy to learn. When learned, however, it will 
well repay the trouble taken in acquiring its various rules and 
regulations. 

TEEMS USED IN THE GAME. 

Talon , or stock—the eight remaining cards, after twelve are 
dealt to each person. 

Repique, is when one of the players counts thirty points in hand 
before his adversary has or can count one ; when, instead of reck¬ 
oning thirty, he reckons ninety, and counts above ninety as many 
points as he could above thirty. 

Pique , is when the elder hand counts thirty in hand or play before 
the adversary counts one ; in which case, instead of thirty, the hand 
reckons for sixty; to which are added as many points as may be 
reckoned above thirty. 

Capot. —When either party makes every trick, which counts for 
forty points. 

Cards. —The majority of the tricks, reckoned for ten points. 

Cartc-blanche. —Not having a pictured card in hand, reckoned for 
ten points, and takes place of every thing else. 

Quatorze. —The four Aces, Kings, Queens, Knaves, or Tens 
Each quatorze reckons for fourteen points. 

Threes of Aces, &c., down to Tens, reckon for three points. 



124 


PIQUET. 


Point .—The greatest number of pips on cards of the same suit, 
reckoned thus: the Ace for eleven, the court cards for ten, Nines 
for nine, &c., and count for as many points as cards. 

Tierce .—Three successive cards of the same suit, reckoned for 
three points. There are six kinds of tierces, viz., Ace, King, Queen, 
called a tierce-major, down to Nine, Eight, Seven, a tierce-minor. 

Quart .—Four successive cards of the same suit, reckoned for four 
points. There are five kinds of quarts—Ace, King, Queen, Knave, 
called quart-major, down to Ten, Nine, Eight, Seven, a quart- 
minor. 

Quint .—Five successive cards of the same suit, reckoned for fifteen 
points. There are four kinds of quints—Ace, King, Queen, Knave, 
Ten, called quint-major, down to Knave, Ten, Nine, Eight, Seven, 
a quint-minor. 

Sixieme .—Six successive cards of the same suit, and reckoned for 
sixteen points. There are three kinds of sixiemes—Ace, King, 
Queen, Knave, Ten, Nine, a sixieme-major, down to Queen, Knave, 
Ten, Nine, Eight, Seven, a sixieme-minor. 

Septieme .—Seven successive cards of a suit, and counts for seven¬ 
teen points. There are two sorts, viz,, from the Ace to the Eight 
inclusive, a septieme-major, and from the King to the Seven in¬ 
clusive, a septieme-minor. 

Huitieme .—Eight successive cards of the same suit, and reckons 
for eighteen points. 

METHOD OF PLAYING PIQUET. 

The game of Piquet is played by two persons, with thirty-two 
cards, viz., Ace, King, Queen, Knave, Ten, Nine, Eight, and Seven 
of each suit, and these cards rank according to the succession in 
which they are hero placed—the Ace being higher than the King, 
the King than the Queen, the Queen than the Knave, and so on. 
In reckoning what is called the point, the Ace counts eleven, the 
King, Queen, Knave, ten each, and the other cards according to the 
number of their respective pips, Ten, Nine, Eight, or Seven. 

He that cuts the lowest piquet card deals. Having first shuffled 
the pack, he presents it to his adversary, who, if he pleases, may 
shuffle also. Should he do so, the dealer may shuffle them again ; 
and. having done so, he places them before the other, who cuts 


METHOD OF PLAYING PIQUET. 


125 


them. If in this operation a card shall drop, the dealer has the 
right to shuffle over again. 

The number of points in each game is now one hundred—it used 
to be one hundred and one; fifty saves the lurch. 

The cards are to be dealt two by two, and in no other numbers. 
In this manner each player is to have twelve cards dealt him, and 
there will then remain eight cards, which are called “ the stock,” 
and are to be placed on the board, directly between the two 
players. 

The penalties for misdealing will be found in the rules appended 
to this treatise. 

When the cards are dealt, each player should sort his own hand, 
placing together those of each suit. The first thing to be observed 
by each is, whether he has a carte-blanche ; that is, whether he has 
no picture cards in his hands; these are, the King, Queen, and 
Knave. Should the eldest hand have a carte-blanche , he is to tell 
the dealer to discount for a carte-blanche , and, when that is done, he 
shows it by counting his cards one by one on the table, with the 
faces uppermost. If the younger hand has a carte-blanche , he is to 
wait till the elder has made his discard, and then, before he takes 
in, show his cards as above. The great advantage of a carte- 
blanche is, that the player who has it counts ten, which takes prece¬ 
dence of every other score, and not only counts towards the pique 
or repique, but prevents the adversary from having either one or the 
other; and if the player who holds it is at the point of ninety or 
upwards, he wins the game. 

When the players have sorted their cards, the elder hand makes 
his discard ; that is to say, he throws out not more than five of such 
cards as he considers of least value, and exchanges them for a cor¬ 
responding number of cards taken from the stock in their natural 
order. The general rules as to discarding by the elder hand are 
two : first, he must exchange one card at least, and secondly, he 
must leave three cards in the stock for dealer. If he takes in a 
smaller number than five, he has a right to look at such of the five 
as he leaves. 

The dealer is not bound to discard at all; but if he does he must 
take in, first those that are left by the elder hand, and then his own 
three which are at the bottom of the stock; and though these be 
his rightful number, he is at liberty to take in not only those three, 
but also all that his adversary has left. Should he leave any cards, 


126 


PIQUET. 


lie has a right to look at them; but if he does so, the elder hand, 
after he has led a card, or declared the suit that he intends to lead, 
may look at them also; but if the dealer does not look at them, 
neither may the elder hand do so. Here it may be observed, that 
it is often for the advantage of the dealer not to look at the cards 
he leaves ; as, for instance, if he has in his hand a King unguarded; 
if the adversary has all the rest of the suit, there is no help for it; 
but it may happen that there are one or two cards of that very suit 
left in the stock; if so, it is better that they should be unseen, as 
the elder hand will be thereby led to conclude that the King is 
guarded. Should the dealer leave any cards, and mix them up with 
his own discard, the elder hand has a right to see the whole, after 
having first named the suit he intends to lead. 

In either of the above cases, should the elder hand lead a differ¬ 
ent suit from that which he named, the dealer may require him to 
lead any suit he pleases. 

A novice at the game will naturally think that he ought to throw 
out those cards which are of least numerical value ; but the case is 
constantly otherwise. He must, therefore, well consider the object 
he has in view and how to attain it. Now, for this purpose, he 
must be well acquainted with the value of the various combinations 
of cards, and of their relative importance in counting the score. 

The various denominations of the score (so to speak) are as fol¬ 
lows, and they are reckoned in the following order: After the 
carte-blanche already spoken of, there is 1, the Point; 2, the 
Sequence; 3, the Quartorze ; 4, the Cards ; 5, the Capot. 

1. The Point. —This counts first. Whoever has the greatest 
number of cards in a suit has the point; but if both players have 
an equal number of cards in the same or different suits, then which¬ 
ever has the greatest number of pips, reckoning the Ace as eleven, 
and the court cards as ten each, wins the point. It will be readily 
seen that, in this view of the matter, the five lowest cards must be 
superior to the four highest—the former amounting to forty-four, 
the latter to forty-one. Whoever has the point counts one for each 
card, unless the number ends in four, in which case the party 
holding it counts one less than the number of cards. 

2. The Sequence. —A sequence is the having several cards in the 
same suit following consecutively, as Ace, King, Queen, or Knave, 
Ten, Nine, Eight. Of these there are six different kinds : 1, a 
Tierce , three in sequence; 2, a Quart , four in sequence; 3, a 


METHOD OF PLAYING PIQUET. 


127 


Quint , (commonly called “a Kent”) five in sequence; 4, a Sixi- 
emc , six in sequence ; 5, a Septiemc , seven in sequence; 6, a Hui- 
teme, eight in sequence—that is, a whole suit. Of these, the most 
numerous is the most valuable ; and where the numbers of cards 
are equal, that which is the highest is most valuable ; for instance, 
a tierce to an Ace, which is called a “tierce major,” is more valu¬ 
able than any other tierce, though it is inferior to a quart to a ten, 
because the latter contains four cards. A sequence counts next to 
the point; the tierce being worth three, a quart four, a quint fifteen, 
a sixieme sixteen, and so on. Now, supposing the elder hand to 
have five cards (which are good) for his point, he counts five, and 
if these five form a sequence, he counts twenty—that is, five for 
the point and fifteen for the quint; but if he have a quart major 
(that is, a quart to an Ace) and a Nine, and the dealer has a quint 
to a Knave, the former counts five and the latter fifteen; and note 
that the player who holds the highest sequence is entitled to count 
all lower sequences that he may happen to hold in the same or 
other suits. 

3. The Quatorze .—A player holds a quatorze when he has four 
cards of equal value in the four different suits—that is to say, four 
Aces, Kings, Queens, Knaves, or Tens—no lower cards count. 
Whichever player holds the highest quatorze counts fourteen, 
those which are highest taking precedence, and preventing any 
inferior quatorze from being of value. In like manner, if neither 
party holds a quatorze, then three of equal value, as three Aces, 
etc., count three, and next in order to the sequence. But the low¬ 
est quatorze, that of Tens, is superior to the highest three, that of 
Aces. And it is to be observed, that whoever has the highest 
quatorze is entitled to count any other inferior ones, even though 
his adversary should have an intermediate one. Thus the quatorze 
of Aces annuls all the others, and the player who has them counts 
a quatorze of Tens, though his adversary should have quatorze of 
Kings, Queens, or Knaves. If there is no quatorze, he may count 
three Aces, Kings, Queens, Knaves, or Tens; and it is to be ob¬ 
served, that three Aces are superior to three Kings, and so of the 
rest, and that by virtue of a good quatorze, you not only count in¬ 
ferior ones, but also three Tens, or any other threes except those of 
Nine, Eight, or Seven, although your adversary should have three 
of a superior value. The least practice will make all this, which 
may seem a little difficult at first, quite familiar. 


128 


PIQUET. 


Before proceeding to describe the two remaining modes of scoring, 
namely, the cards and the capot, it will be as well, as we are at 
present considering the method or object of discarding, to point out 
to the beginner what he has to aim at, and what to avoid. He is to 
know, then, that if the elder hand counts in his hand and plays thirty 
before the dealer counts one, he at once leaps from thirty to sixty, 
which is called a pique; and if without playing a card, he counts 
thirty in his hand, he jumps from thirty to ninety, which is called a 
repique. This will be best explained by example : and, first, for the 
pique. Supposing the elder hand to have a quint to an Ace, in other 
words a quint-major, which is good as a point, it is consequently 
good, also, as a sequence, and counts twenty; suppose him, also, to 
have three Aces, which must be good, because he has a quint-major, 
that is, one of each of the cards that can constitute a quatorze, that 
makes him twenty-three; well then, in playing the cards, his quint- 
major and the two additional Aces must also count one each, as will 
presently be seen, making up a total of thirty, upon which the play¬ 
er, instead of saying in his play twenty-nine, thirty, says twenty- 
nine, sixty. This is a pique. Again, as to a repique. Supposing 
the elder hand to have the same point, good, as above, and four Aces 
besides, instead of three, he counts in his hand, without playing a 
card, first, five for his point, fifteen for his quint-major, and fourteen 
for his four Aces, that is to say, thirty-four in hand, which is ninety- 
four, in fact, the game in one hand. Again, supposing the dealer to 
have the same hand in the two several cases above-mentioned: in 
the former case he counts only twenty-three, that is, his point, quint, 
and three Aces, and then the elder hand plays a card and counts 
one, which prevents the dealer gaining a repique; whence it will 
be observed that the dealer cannot win a pique, but may win a re¬ 
pique, because a pique is won by playing up to the number thirty 
before the adversary has counted one, but the eldest hand when ho 
plays his first card must count one : and in the latter case the dealer 
would win a repique, because by means of his point, quint, and four 
Aces, he counts thirty before the elder hand counts one; for all 
scores made in the hand without playing out count before cards 
played on the table. For instance, if the elder hand is ninety-nine 
towards the game, and the younger hand ninety-four, still though 
the elder hand must play one to begin with, yet the younger hand, 
if he has a good point of six cards, wins the game. 

4. The Cards —We now recur to the fourth of our five methods 


METHOD OF PLATING PIQUET. 


129 


of scoring, called “ The cards.” Two cards, one from each player, 
make a trick ; if each player has six tricks, the cards are divided; 
but if either wins seven or more tricks, he has “the cards;” that 
is, he counts ten beyond the number he has already scored. It is 
scarcely necessary to observe that, as in other games, the higher 
card wins a lower, and makes a trick. 

5. The Capot .—Whichever player wins all the tricks, wins what 
is called a capot, and, instead of ten, adds forty to his score. 

With reference to the playing of the cards, it must be noticed 
that the first player counts one for each card he plays, provided it 
be of the value of a ten, at least, and that the second player, if he 
wins a trick, also counts one, subject to the same limitation. Who¬ 
ever wins the last trick of the twelve, counts one extra, or, as it is 
called, “ one for the last card.” A game very often depends upon 
the winning of this trick, whence the young player will soon discover 
how important it is to win this last trick. 

It is impossible to give any general rules for discarding which 
shall be applicable in all cases, inasmuch as the number of points 
which you are to aim at securing is continually varying, according 
to the varying position of the game. The ordinary and correct 
calculation is, that the elder hand will make twenty-seven points 
and the younger thirteen. Keeping this in view, we will suppose 
that the game is at its commencement; then each player should en¬ 
deavor to procure his proper number. To begin with the elder hand : 
if his cards do not show a very strong probability of his gaining a 
pique or repique, he should discard, so as, in the first place, to gain 
the point, and, secondly, the cards. He has seventeen cards against 
fifteen, and may reasonably calculate on attaining both these ends ; 
but, of the two, the latter is the most important. To gain the point, 
the most obvious plan is to keep the suit of which he has the most; 
but in doing so he will often lose the cards ; he must, therefore, very 
frequently discard from his most numerous suit, in order to retain 
that which is strongest for play. And, in doing so, he should never 
forget that he has more chance of taking in to his weaker suit than 
to his stronger one. To give an instance : supposing him to have a 
tierce-major in one suit, and a quint to a Knave in another. If he 
is to discard five cards, he must clearly break up one suit or the other; 
if he keeps the quint to the Knave he will probably lose the cards, 
for he cannot reasonably calculate on taking in the Ace and another 
honor in that suit; and unless he has two other Aces, he will almost t^> a 


130 


PIQCET. 


certainty lose the cards. With still more force does this reasoning 
apply if he has a small quint in one suit and forty-one in another, 
because another tenth card in the latter suit will give him a quint- 
major. To multiply instances would be useless. We therefore pass 
on to the general method of playing the younger hand. 

We have already said that the dealer ought to make thirteen 
points. But inasmuch as the elder hand has a great advantage over 
him, because, in addition to having more cards, he has also the 
chance of a pique, as well as a repique ; he therefore ought first of 
all and especially to consider what his opponent can possibly make, 
and to defend himself accordingly. Supposing him then to have, 
as above stated, a tierce-major in one suit and a quint to a Knave in 
another, in any case, except that of having three Aces, he should 
keep his small quint; for, if it is good at starting, it prevents the 
pique, and, if not good, the only chances he has of preventing the 
pique are, that he shall take in the Queen of that suit, which will 
give him a sixieme, or take in so as to break both his adversary’s 
strong suits, which is a piece of luck he can scarcely calculate 
upon. These are strong, but by no means uncommon, cases, given 
by way of illustration. If any general rule can be given at the 
commencement of a game, it is this, that the elder hand (being 
safe) should play an offensive game, the younger hand a defensive 
game. 

But when the game is further advanced, the principles on which 
the discard is to be made vary exceedingly, and are frequently quite 
the reverse of those above given. In the former case, as we have seen, 
the player commonly gives up the chance of a great game in order 
to make good his average score, unless, indeed, he can play for a 
great game without much risk ; but in the latter case, he abandons 
the certain winning of his average score with the very slender hope 
of making a pique or repique. For instance, supposing the dealei 
to be within ten of game, and the elder hand to have scored only 
twenty, it is clear that the latter must play for a repique. Let him 
have, then, a tierce-major in Clubs, a quint to a Knave in Diamonds, 
King, Knave of Spades, and Knave, Nine of Clubs, he should discard 
his tierce-major, his King of Spades, and the Nine of Clubs, because, 
if he takes in the fourth Knave and any card to his quint suit, he 
will probably win the repique. Whereas, with the same cards at 
the beginning of the game, he should discard his four lowest Dia¬ 
monds and the Nine of Clubs, which would give hint a safe game. 


LAWS AND REGULATIONS OF PIQUET. 


131 


When both parties have discarded and taken in, the elder hand 
declares his point, and asks if it is good; if his adversary has not so 
many, he answers, “ It is goodand if the same number, he says 
“ Equalin which case neither counts any thing for the point; but 
if the younger hand has more, he answers “ Not good.” Whichever 
gains the point is bound to show it on the table, and if he fails to do 
so he cannot count it; in like manner, if the points are equal, both 
must show them, and if either fails to do so, before he has played a 
card on the table, his adversary may count the point which he has 
shown. 

The point being decided, the elder hand next declares his best 
sequence, and if that is admitted to be good, he then reckons all 
minor sequences, showing them or declaring what suit they are in ; 
failing to do this, he is not entitled to count them. 

In like manner, the elder hand proceeds to call his quatorze, or 
three Aces, &c.; these he is not bound to show, though his adver¬ 
sary may require him to do so, as it sometimes happens that the 
player has discarded one of a quatorze, and if he calls it improperly 
he reckons nothing that hand, or if he only calls three, his adversary 
is entitled to know which of the four has been discarded. 

When the elder hand has thus counted his game, he plays a card 
on the table, and thereupon, the dealer, before he plays in answer to 
that card, is bound to count his own game, that is to say, point, se¬ 
quence, and quatorze, or whichever of them he may happen to have 
got. If the younger hand takes the trick,he leads in his turn, and 
so the game proceeds till all the cards are played out. 

LAWS AND REGULATIONS OF PIQUET. 

1. Two cards at least must be cut. 

2. If a card be faced, and it happen to be discovered, either m 
the dealing or in the stock, there must be a new deal, unless it be 
the bottom card. 

3. If the dealer turn up a card belonging to the elder hand, it is 
in the option of the latter to have a new deal. 

4. If the dealer deal a card too few, it is in the option of the elder 
hand to have a new deal; but if he stands the deal, he must leave 
three cards for the younger hand. 

5. If the elder or younger hand play with thirteen cards, he counts 
nothing. 


6 


132 


PIQUET. 


6. No penalty attends playing with eli-ven cards or fewer. 

7. Should either of the players have thirteen cards dealt, it is at 
the option of the elder hand to stand the deal or not; and if he 
choose to stand, then the person having thirteen is to discard one 
more than he takes in ; but should either party have above thirteen 
cards, then a new deal must take place. 

8. The elder hand must lay out at least one card. 

9. If the elder hand take in one of the three cards which belong 
to the younger hand, he loses the game. 

10. If the elder hand, in taking his five cards, happen to turn up 
a card belonging to the younger hand, he reckons nothing that deal. 

11. If the elder hand touch the stock after he has discarded, he 
cannot alter his discard. 

12. If the younger hand take in five cards, he loses the game, un¬ 
less the elder hand has two left. 

13. If the elder hand leave a card, and after he has taken in, hap 
pen to put to his discard the four cards taken in, they must remain 
with his discard, and he must play with only eight cards. 

14. If the younger hand leave a card or cards, and mix it or them 
with his discard before he has shown it to the elder hand, who is first 
to tell him what he will play, the elder hand is entitled to see his 
whole discard. 

15. If the younger hand leave a card or cards, and does not see 
them, nor mixes them with his discard, the elder hand has no right to 
see them ; but then they must remain separate whilst the cards are 
playing, and the younger hand cannot look at them. 

16. If the younger hand leave a card or cards and looks at them, 
the elder hand is entitled to see them, first declaring what suit he 
will lead. 

17. No player can discard twice, and after he has touched the 
stock, he is not allowed to take any of his discard back. 

18. When the elder hand does not take all his cards, he must 
specify what number he takes or leaves. 

19. Carte-blanche counts first, and consequently saves piques and 
repiques. It also piques and repiques the adversary in the same 
manner as if those points were reckoned in any other way. 

20. Carte-blanche need not be shown till the adversary has first 
discarded ; only the elder hand must bid the younger hand to discard 
for carte-blanche ; which, after he has done, show your blanche by 
counting the cards down one after another. 


LAWS AND REGULATIONS OE PIQUET. 133 

21. The player, who, at the commencement, does not reckon or 
show carte-blanche , his point, or any sequence, &c., is not to count 
them afterwards. 

22. In the first place, call your point; and if you have two points, 
if you design to reckon the highest, you are to call that first, and 
are to abide by your first call. 

23. If the elder hand call a point, and do not show it, it cannot 
be reckoned ; and the younger hand may show and reckon his point. 

24. The tierces, quarts, quints, &c., must next be called, and in 
case you design to reckon them, call the highest. 

25. You are to call a quatorze preferably to three Aces, &c., if 
you design to reckon them. 

26. If you call a tierce, having a quart in your hand, you must 
abide by your first call. 

27. If the elder or younger hand reckon what he has not, but 
might have had, he counts nothing. 

[That is—if a player should claim any count for cards not in his hand, but which may 
be found in his own discard, he is debarred from counting anything for that deal.] 

28. If the elder hand call forty-one for his point, which happens 
to be a quart-major, and it is allowed to be good, and only reckons 
four for it, and plays away, he is not entitled to count more. 

29. If the elder hand show a point, or a quart or tierce, and asks 
if they are good, and afterwards forgets to reckon any of them, it 
bars the younger hand from reckoning any of equal value. 

30. Whoever calls his game wrong, and does not correct himself 
before he plays, cannot reckon any thing that hand; but the adver¬ 
sary reckons all he has good in his own game. 

31. The player who looks at any card belonging to the stock is 
liable to have a suit called. 

32. Any card that has touched the board is deemed to be played, 
unless in case of a revoke. 

33. If any player name a suit, and then plays a different one, the 
antagonist may call a suit. 

34. Whoever deals twice together, and discovers it previous to 
seeing his cards, may insist upon his adversary dealing, although 
the latter may have looked at his cards. 

35. Should the pack be found erroneous in any deal, that deal is 
void ; but the preceding deals are valid. 


134 


PIQTJET. 


USEFUL CALCULATIONS. 

1. As it is 3 to 1 that, being elder hand, you do not take in one 
certain card; you have, therefore, a better chance of advancing your 
game, by carrying two suits for points and the cards, than by aim¬ 
ing at quatorze of Queens, Knaves, or Tens. 

2. To take in two certain cards, elder hand, is 18 to 1 against you. 
Therefore, suppose you have a quart-major, and two other Aces 
dealt, the odds that you do not take in the Ten to your quart-major, 
and the other Ace, are 18 to 1 against you; but that you take 
in one of them is only 21 to 17 against you. And suppose you have 
three Aces and three Kings dealt, the odds are 18 to 1 against taking 
in the other Ace and the other King ; yet it is not much above 5 to 
4 but that you take in one of them. 

3. The odds in taking in four certain cards, as four Aces, &c., is 
968 to 1. But to take in three cards, out of any four certain cards, 
elder hand, is only 33 to 1 against you. Suppose you have two Aces 
and two Kings dealt you, the odds of taking in three of them out ot 
four certain cards, such as two Kings and one Ace, or two Aces and a 
King, are 33 to 1 against you. But suppose you should want to take in 
any two out of four certain cards, being elder hand, it appears by the 
calculation to be only 3 to 1 against you; though, if you only want one 
card out of the four, the odds are 5 to 2 in your favor that you take it in. 
Therefore, if you have four Tens or any inferior quatorze dealt you, 
and no Ace, it is great odds in your favor, that, being elder hand, 
you take in one Ace, and ought to play your game accordingly ; foi 
you must always consider the disadvantage either of losing the cards 
or running the risk of a capot, by spoiling your hand with keeping four 
Tens when they are not good. 

4. If you have one Ace dealt you, it is 113 to 1 that you do not take 
in three others; 49 to 8, or about 6 to 1, that you do not take in 
two out of the three; but that you take in one out of the three is 
about 3 to 2 in your favor, or 137 to 91. As for example : You have 
a quart from a King, and two Kings more dealt: as it is 3 to 2 that 
you take in either Ace or Nine to your quart, or the fourth King, 
and as you have the chance of reckoning fourteen or fifteen points 
by this method of discarding, you ought to play accordingly. 

But if you discard with an expectation of taking in two out of 
three certain cards, the odds against such an event being above 6 
to 1, your game must indeed be very desperate, if you discard for 


USEFUL CALCULATIONS. 


135 


that purpose. The chance of taking in three certain cards is very 
distant, being 113 to 1, yet it happens sometimes. 

5. If you have two Aces dealt it is 18 to 1 that you do not take 
in the other two, but only 21 to 17 that you do not take in one of 
them. Suppose you have a quart-major dealt, and a quart to a King, 
and are greatly behind your adversary, to take in the Ten to your 
quart-major, is 3 to 1; but to take in the Ace or Nine to your quart 
to the King is only about 5 to 4 against you. Also, by the same 
rule, suppose you have three Kings and three Queens dealt, the odds 
of taking in both a King and a Queen are 18 to 1 ; but that of taking 
one of them, is only about 5 to 4 against you. 

6. As it is 17 to 2 that you do not take in two certain cards out of 
four, such as two Kings, two Queens, &c., you must not, therefore, 
confound this with the third calculation, where the odds are not 
above 3 to 1 that you take in two cards out of the four. 

7. Having neither an Ace nor a King dealt you, the odds of taking 
in both an Ace and a King are, in two cards, about 11 to 1 against 
you; in three cards, 4 to 1 ; in four cards, 9 to 5; in five cards, 33 to 31. 

The foregoing calculation is either for the elder or younger hand. 
Suppose the younger hand to have two quatorzes against him, it is 
not above 4 to 1 but that he takes in one of each of them. The rule 
may serve for any other eight certain cards. 

8. As it is 62 to 1 that the younger hand does not take in two cer¬ 
tain cards, he ought never to run the hazard of so great a chance, 
but when the game is desperate. 

9. It is 29 to 28 that the younger hand takes in one Ace, having 
none dealt him; the calculation is the same for any one out of 
four certain cards. Suppose you have two quarts dealt from the 
King or Queen of any suit, it is the same odds of 29 to 28, that you 
take in a card to make one of them a quint; as also that you take in 
either Ace, King, Queen, or Knave of any one suit, when a pique 
or repique is against you. 

10. If the younger hand have an Ace dealt, it is 21 to 1 that he 
does not take in two Aces, and about 3 to 2 that he does not take in 
one of them ; which holds good in the taking in any three other certain 
cards. Therefore, suppose that, as it is but 3 to 2 against the 
younger hand taking in one card out of three to save a pique, oi a 
repique, it would generally be good play either to throw one from his 
point, or discard a King, &c., for the chance of such an event. 

11. It is 17 to 3, younger hand, against taking in any one certain 


136 


PIQUET. 


card; therefore the odds of not succeeding in this case are so great, 
that it ought not to be attempted, especially if the winning or saving 
the cards be risked by so doing. 

CURIOUS AND INSTRUCTIVE CASES. 

1. Suppose you are younger hand, and have the Queen, Knave, 
Seven, Eight, and Nine of Clubs; also the Seven and Eight of 
Diamonds, the Seven of Hearts, and the Ten, Nine, Eight, and Seven 
of Spades; and that the elder hand has left a card; keep the five 
Clubs and four Spades, and leave a card; and by taking in the Ace, 
King, and Ten of Clubs, you repique your adversary. 

2. Suppose you have eight Clubs, the Ace and King of Diamonds, 
the Ace of Hearts, and the Ace of Spades. The younger hand may 
have a carte-blanche , by having three quarts from a Ten, which reck¬ 
on first, and therefore is not repiqued. 

3. The highest number to be made of a pique is 82 points. The 
cards which compose that number are a quart-major in Clubs, a 
quart-major in Diamonds, Ace, King, and Ten of Hearts, with the 
Ace of Spades. This is only upon supposition that the quart-major 
is good for every thing. 

4. The highest number to be made of a repique and capot is 170 
points. The cards which compose that number are the four tierce 
majors, which are supposed to be good for every thing. 

5. Suppose you are elder hand, and want 8 points of the game, 
and the younger hand wants 23 ; and you have the Ace, King, and 
Queen of Clubs dealt you ; the Ace, King, and Ten of Diamonds ; 
the Ace, Knave, and Nine of Hearts ; the Knave, Nine, and Seven 
of Spades ; to prevent any possibility of the younger hand making 
23 points—and he is not to reckon carte-blanche —you are to discard 
the King and Queen of Clubs, and Knave, Nine, and Seven of Spades, < 
by which method of discarding you are certain to make 8 points 
before the younger hand can make 23 points. 

6. Suppose you have the Ace, Queen, and Knave of Clubs, with 
the King and Ten of Diamonds; and your adversary has the Ace, 
Queen, and Knave of Diamonds and the King and Ten of Clubs, ho 
being to lead, is to make 5 points, or to lose the game. To prevent 
him from making 5 points, when he plays the King of Clubs, you are 
to play the Ace; by which means he can only make 4 points. 

7 A. and B. play a party at piquet, and have won one game each 


BEZIQUE.—TECHNICAL TEEMS. 


137 


A. has it in his power to win the second; but then he will be younger 
hand at the beginning of the next game. A. has it also in his 
power to reckon only 99 points of the second game, and B. will be 
70; it is A.’s interest to win the second game, in the proportion of 
14 to J 3 in his favor. 


BEZIQUE. 

This interesting game is supposed to have originated in Sweden. 
It is said that during the reign of the first Charles—a reward hav¬ 
ing been offered by that monarch for the best game of cards, to 
combine certain requirements—a poor schoolmaster, by name Gus¬ 
tave Flaker, presented for the prize the game of cards which he 
called Flakernuhle, which was accepted by his royal master, and 
he made the happy recipient of the promised purse of gold. The 
game became very popular in Sweden, and was finally introduced 
into Germany, changed in some respects, and called Penuchle. 
There it also acquired great popularity. 

It is only a few years since it was first introduced in Paris; but 
it has now become a favorite game with all classes there. It is 
played in the cafes, in the family circles, in saloons, and in fashion¬ 
able assemblies. The French gave it the name of Bezique. 
Bezique is a variation of the game of Cinq- Cents , which has been 
played a long time in the provinces of the south of France. It has 
also borrowed somewhat from the game of Manage , also an ancient 
game. 

Bezique is fast becoming popular in the United States, and is 
now much played here in fashionable circles. It is known among 
our German brethren as PeanuJcle. 

TECHNICAL TERMS USED IN BEZIQUE. 

Bezique (Single). —The Queen of Spades and Knave of Dia¬ 
monds. 

Bezique (Double). —Two Queens of Spades, and two Knaves of 
Diamonds. 



138 


BEZIQUE. 


Brisques. —The Aces and Tens in the tricks taken. 

Common Marriage. —The King and Queen of the same suit, 
other than trumps. 

Eldest Hand. —The player immediately at the left of the 
dealer. 

Fours of Aces, Kings, Queens, or Knaves. 

Pack. —The same as the Euchre, Piquet, or Ecartd pack, 
composed of thirty-two cards, all under the Seven spots being 
discarded. 

Quint-Major. —Same as Sequence. 

Royal Marriage. —The King and Queen of trumps. 

Sequence.— Ace, King, Queen, Knave, and Ten of trumps. 

Stock. —The number of packs of cards corresponding with the 
number of players, shuffled together, and ready to be dealt. 

Talon. —The cards remaining after the dealer has distributed 
eight to each player. 

RULES OF THE GAME. 

Bezique, as it is now played, has undergone great modifications 
since it has taken rank among the games in vogue. The manner 
of playing the game, the various modifications and counts, and the 
laws generally adopted, are here given. 

1. Bezique is ordinarily played by two persons, with two or three 
packs of thirty-two cards (Euchre packs). 

2. After having decided by lot, by turning two cards, which player 
deals, the one who deals hands the cards to be cut, and then dis¬ 
tributes them by giving two cards, or three and two, till eight are 
dealt to each player, which is the number of cards almost always 
used in playing. The player receiving the lowest card deals. 

3. It is occasionally agreed to play with nine, and sometimes ten 
cards. 

4. The number of cards having been decided and dealt to each 
of the players, the next card is turned up ; this is the trump, which 
is the seventeenth if eight cards are played with, or the nineteenth 
if nine, or the twenty-first if it is with ten cards ; that is, when two 
are playing. 

5. After the dealer has placed the rest of the cards to his left (in 
this country we place the talon on the right), which forms the talon 
his adversary plays firs! ; and the one who wins the trick takes a 


-...V- —A ■ - - «... . - -- _..._KW •-*._- ... . 




RULES OF THE GAME. 


139 


card from the talon in order to complete liis number of eight, nine, 
or ten cards. The one who has lost the trick then takes a card in 
the same manner, and the play continues till the talon is exhausted 
The winner of the trick has the privilege of the lead. 

6. The following is the value of the cards, in making the tricks : 

; 1st, the Ace, which takes all other cards; 2d, the Ten ; 3d, the 
King; 4th, the Queen; 5th, the Knave; 6th, the Nine; 7th, the 
Eight; 8th, the Seven. 

7. Before commencing the play, it is usual to decide on the num¬ 
ber of points which is to make the game—that is, 1,000, 1,500, 2,000, 
or more. 

8. When the turned-up card is not a Seven, the player holding 
the Seven of trumps can exchange it for the turned-up card—in 
which case he scores ten points. 

9. The value of the combinations, in counting the points, are as 
follows : 


Each Ace or Ten taken or saved in trick.counts 10 points. 

Each Seven of trumps, when played or turned up “ 10 “ 

The last trick. “ 10 “ 

A common marriage. “ 20 “ 

A royal marriage. “ 40 “ 

A Bezique. “ 40 “ 

Four Knaves. “ 40 “ 

Four Queens. “ 00 “ 

Four Kings.. “ 80 “ 

Four Aces. “ 100 

A sequence {quint-major) . “ 250 “ 

A double Bezique. “ 500 “ 


10. It is permitted to decline following suit as long as there are 
any cards left in the talon ; but the privilege ceases when the talon 
is exhausted; and, moreover, the player must, if he can, win the 
trick. 

11. In a case of a misdeal, the hand passes, or you commence 
anew, according as your adversary may choose. 

12. The player taking the trick just previous to exhausting the 
talon, may then declare any combination in his hand. The winner 
of the trick then takes the last card in the talon, and his adversary 
the trump card, and afterwards no combination can be declared or 
counted. The declared cards on the table must be taken in the 

6* 
















140 


BEZIQUE. 


hand of each player, and the rule imperatively is, follow suit with 
the highest in your hand, and if you cannot follow suit, trump the trick. 

13. The last trick having been made, each player counts the 
Aces and Tens which are in the tricks he has taken ; these Aces 
and Tens are called brisques. For each brisque the holder scores 
ten points, which are added to the score made during the playing 
by the combinations. 

14. Brisques are not counted when any one of the players makes 
the game by scorings made by combinations ; that is to say, when 
neither of the players has made the number of points fixed to com¬ 
plete the game, then he who, with the brisques, counts most over the 
fixed number, wins ; and, in case of a tie, the winner is the one 
taking the last trick. 

15. After all the cards have been taken in hand, if any player 
revoke by not playing the highest in suit, or refuse to trump when^ 
he has not suit in hand, his adversary may claim a deduction of 
forty points from the score of the player so revoking, or refusing to 
trump. 

16. There are cases where one card is made to count several 
times. For example : a King which has counted in a marriage can 
count also in the score of 80 points (four Kings); it counts also in 
a score of 250. It is to be understood, in the last case, that it must 
be a King of trumps. 

17. An Ace of trumps, which has counted in a score of 100 (four 
Aces), can also serve to make a score of 250 (sequence). The 
Queen of Spades and Knave of Diamonds, after having counted for 
a Bezique, can serve to count in a score of 250 (sequence), and the 
Queen of Spades in a marriage. 

[We play differently in this country.- The following is the rule here:—King and 
Queen of trumps, or any other suit once married, cannot again be married in the 
same hand, but may constitute one of four Kings or Queens, a sequence of trumps, 
or a Bezique, double or single. In other words, any card, except either of those 
which have been used to form Bezique, may serve to compose any other combination 
in which it has not previously been employed.]— See note to Buie 25. 

18. If, after having scored an 80 of Kings, the same combination 
is filled in the hand, it also counts ; but neither of the first four 
Kings can be used to complete the combination. It is necessary— 
this is to be distinctly understood—that it must be a new com¬ 
bination. 

19. The above rule holds good for Aces, Queens, and Knaves. 

20. It is the practice, in order to escape errors, to place on the 


RULES OF THE GAME. 


141 


table, with the faces up, all cards which have been used to make the 
combinations after they have been declared ; that is, a marriage, a 
100 of Aces, an 80 of Kings, a 60 of Queens, a 40 of Knaves, a 
Bdzique, a 250, or a 500 ; but the player is privileged to play these 
cards when he pleases. 

21. The possessor of a Bezique, sequence, or any other com¬ 
bination of cards in hand, must take a trick before declaring the 
same. 

22. If a player declares Bezique, and subsequently is fortunate 
enough to draw cards sufficient to declare double Bdzique, the lat¬ 
ter counts 500 points, in addition to the 40 points already scored 
for Bezique. 

23. When a single Bezique is in hand, it may be declared and 
placed upon the table, and there remain until the double Bezique 
is subsequently acquired. The player must judge from the con¬ 
dition of his hand whether it would be better to try and achieve 
double Bezique, or abandon the effort for other combinations. 

24. When a card is led, and other cards identical in value are 
played in the same round, the first card played takes precedence of 
all ^others of the same denomination , and wins the trick, unless it is 
trumped, or outranked by a card of superior value. 

25. Only one combination may be declared at a time. 

, [In some coteries they play differently, and the fortunate holder of more than one com¬ 
bination may declare all such combinations upon taking a trick; but after Bdzique 
has been declared, the cards composing that combination cannot be employed to 
form any other. It is, therefore, good policy to retain the Queen and Knave in 
hand, to aid in forming other arrangements of the cards, before declaring Bezique, 
particularly when Spades or Diamonds are trumps, for then the Queen may be 
serviceable in composing a royal marriage, sequence, or four Queens, while the 
Knave may avail in forming a sequence or four Knaves, and both may afterwards 
be employed to declare B6zique.]— See Buie 17. 

26. Whenever a player neglect to take his card from the talon, 
he loses the play, or, left to the choice of his adversary, he can take 
the next two cards. 

27. The play is equally void, at the choice of the adversary, when 
a player plays with a card too many ; he must, if the play is not de¬ 
clared void, play twice in succession without drawing a card from 
the talon. 

. 28. A player who, having only three cards, declares four and 
scores, must, when the error is discovered, correct the score by not 
counting it, and he can be compelled to play one of the three cards, 
if the error is not discovered before his adversary shall have played; 


142 


BEZIQUE. 


because this last would have been able, by reason of the error, to 
hare thrown away a card which he supposed there was no reason to 
retain, since, on account of the error, he would not be able to count 
again by filling a combination. 

HINTS AND CAUTIONS TO YOUNG PLAYERS. 

1. It is presumed that a beginner is being instructed, and we say to 

him : You hold eight cards in your hand ; you have led a card, and 
your adversary has taken it; you hold the Queen of Spades ; your 
adversary having taken his card from the talon, you take yours; 
that card is the Knave of Diamonds ; you have then a Bezique, but 
you say nothing ; you wait till you take a trick, then declare it, and 
score 40 points; you have three Aces, and draw another from the 
talon ; that makes a 100 of Aces, which you also declare when you 
take another trick—and so on, for as many combinations as you are 
fortunate enough to form in your hand. Whenever your adversary 
takes a trick, keep silent, wait patiently, for he is not allowed to 
score if he fails to make his declaration before you have taken the 
following trick. ♦ 

2. It is good play to make your Aces and Tens whenever an oc¬ 
casion is presented for doing so, being careful, however, not to throw 
away the former when there is any likelihood of declaring four Aces. 
As the Aces and Tens count ten each in trick, the careful player, 
by a judicious use of small trumps and Aces of the suit led, may 
make an aggregate score at the end of the game of very respectable 
proportions. Remember, that every Ace or Ten you let your adver¬ 
sary take, scores twenty against you. 

3. Do not fail to note, when your opponent displays a sufficient 
number of Bezique or sequence cards of the same denomination, to 
satisfy you that it will be impossible for you to form either of those 
combinations. This will enable you to improve your game by throw¬ 
ing away cards which might otherwise be retained with the false 
hope of making impossible combinations. For instance, we will 
suppose A. and B. to be playing at Bezique, with one pack of cards 
each; A., twice declares a common marriage in Spades, and also four 
Aces, two of which are trumps ; it is therefore very evident that B. 
cannot make either a single or double Bezique, and it would be stupid 
m him to keep the Knave or Knaves of Diamonds in hand, unless 
in the anticipation of declaring four Knaves. Neither could B. hop© 


HINTS AND CAUTIONS TO YOUNG PLAYEKS. 


143 


to make up the sequence, as A. had shown both trump Aces. It 
would therefore be policy in B. to play out the Tens and Knaves of 
trump in hand, whenever opportunity offered for doing so with 
profit. B. would thus relieve his play, and prepare for other com¬ 
binations yet in the cards. 

4. Be careful not to throw away in play either Bezique or sequence 
cards, while there is a reasonable probability of forming either. The 
reward for declaring those valuable combinations, particularly double 
Bezique, is so far beyond that of all others in the game, that it is 
good play to retain in hand any card which may serve to compose 
either of them, as long as any chance remains of achieving either. 

5. If possible, avoid showing cards that will inform your antago¬ 
nist that he cannot compose double Bezique or the sequence • you 
may thus embarrass and cramp his game, by preventing him from 
forming some more practicable combination, and frequently save 
Aces and Tens, which he would otherwise take from you. 

6. It is preferable to retain the Kings and Queens in hand, until 
you can marry them. Therefore, when you are in a dilemma whether 
to throw away an Ace or a King, save the latter, when you can take 
the trick with the former. You will thus count ten, and in this way 
may count all your Aces in tricks ; whereas, it is very difficult to 
declare four Aces and avoid losing some of them. It is true that 
four Aces count more than four Kings, but you have a reasonable hope 
of marrying the latter, and may then throw them into your opponent’s 
tricks without injury to your own game. See Hint 2. It is possible 
thus to save all your Aces in trick, marry your Kings, and declare 
four Kings. 

7. Do not forget to exchange your Seven of trumps for the card 
turned up, particularly if the latter is a sequence or Bezique card, 
and fail not to call for a score of ten for each Seven of trumps you 
play. 

8. If possible, retain your Aces and Tens of trumps for the las* 
eight tricks, and get the lead by taking the trick previous to ex¬ 
hausting the talon. You will thus compel your adversary to lose 
his Aces and Tens, by playing them on the cards you lead, and by 
being superior in trumps,you may take all the tricks, and make a 
very respectable score by this ruse. Besides getting the lead; you 
acquire the privilege of making the last declaration. 

9. At the latter part of the game, just before the pack has “ gone 
from thy gaze” note what cards your antagonist has upon the table, 


144 


BEZIQUE. 


and make such use of this information as will “ bring grist to your 
millflank his Aces and Tens, and demoralize his hand generally. 

BEZIQUE WITHOUT A TRUMP. 

This is played as the ordinary game, except that no card is turned 
to make a trump, but the trump is decided by the first marriage 
which is declared. For example : you or your adversary declare a 
marriage in Clubs, then Clubs become trumps, and so on with the 
other suits. 

The quint-major of trumps, or the score of 250, cannot be declared 
until after the first marriage has been declared. The Seven of 
trumps in this game does not count ten points. The Beziques, four 
Kings, four Queens, &c., are counted the same as in Bdzique when 
the trump is turned, and can be declared before the trump is deter¬ 
mined. It is the same with the other cards which form combinations: 
their value remains the same as in the ordinary game of Bezique 

BEZIQUE panache. 

In the game so called, the four Aces, four Kings, four Queens, 
four Knaves, must be, in order to count, composed of Spades, Dia¬ 
monds, Hearts and Clubs; thus an 80 of Kings, composed of two 
Kings of Spades, one of Hearts, and one of Diamonds, does not form 
a combination; and in like manner with Queens and Knaves. This 
game ought to be the object of special agreement. 

With respect to the combinations of the four points, the rules are 
those of ordinary Bezique. 

bEzique limited to a fixed point. 

This game is played after an agreement made that the player who 
shall first have reached the point or number fixed for game, may 
stop on attaining the number of points agreed upon without playing 
the hand through. In this case, the player who claims to have won 
the game counts his points, adding to them his brisques; but if ho 
is wrong (for example, when the game had been fixed at 1,500, and 
his points and his brisques only count 1,490, or less), the game is 
not continued, but is, on the contrary, gained by his adversary. 


ALL-FOURS. 


145 


FOUR-HANDED BEZIQUE. 

This game is usually played two against two, cutting for part- 
• ners, and alternating every game; the players are also permitted 
to choose their partners, or may, in fact, play just as chance has 
placed them around the table. 

The cards are cut and dealt as mentioned in the three-handed 
game. 

In making a declaration and score, the rules are the same as in 
the ordinary game of Bezique. 

The last trick counts ten points, or more if so agreed. 

The partners unite their scores and their brisque, and count 
them as in the ordinary game of Bezique. 

The laws governing the ordinary game are equally applicable to 
the four-handed game. 

The partners should not be placed by the side of each other, but 
on opposite sides of the table. 


ALL-FOURS. 

The game, sometimes called Old-Sledge and Seven-Up, is played 
with a full pack of fifty-two cards, which take rank as at Whist— 
the Ace being the highest and the Deuce the lowest. Any num¬ 
ber of points may be played for; but it is common to state an un¬ 
even number, as five or seven; the latter being most common. 

The players cut for deal, the highest card having the deal. The 
Ace is highest—the other cards taking their regular order. Ties 
cut again. The dealer then gives six cards to each, three at a time, 
and turns up the thirteenth, if there be two players, and the 
twenty-fifth if there be four. The turn-up is the trump. The 
non-dealer then looks over his hand, and either holds it for play 
or begs, as hereafter explained. If the Knave turn up, it belongs 
to the dealer, who scores one for it (but when the Knave is dealt 
to a player, and is taken in play by a higher card—Ace, King or 
Queen of trumps—then the point is scored by the winner). The 
7 



146 


ALL-FOURS. 


non-dealer having decided on his hand (it is not allowed to “ beg” 
more than once, without it be previously agreed to do so), he plays 
a card of any suit. Then the dealer plays another card to this, 
and, if it be higher, he wins the trick and plays another card, and 
so on throughout the six tricks. Each player must follow suit if. 
he can, unless he chooses to trump. When the whole of the tricks are 
played out, the points are taken for high, low, Jack, game, as the 
case may be. Thus, one player may score a point for high , and the 
other for low ; the greatest number, counting on the court-cards, 
Aces and Tens in each hand, reckoning for game. The winning of 
the Knave, the making of the Tens, and the taking of your adver¬ 
sary’s best cards, constitute the science of the game. The hand in 
which the Knave of trumps is eventually found, is the one which 
scores the point for the Jack. The high and the low always belong 
to the original possessor of those trumps. 

All-Fours is played by either two or four players; the same 
rules applying in this four-handed, equally as in the two-handed 
game. 

The parties usually decide who shall be partners by cutting the 
cards , the two highest and the two lowest being partners. The 
four players divide themselves into two sets , each playing sitting 
opposite his partner, as at Whist. The first deal is decided by cut¬ 
ting the cards, the highest cut having the deal, but afterwards it is 
taken by each party alternately. When parties play for money it 
is usual to cut for deal at the commencement of each game. The 
dealer and the player on his left only are permitted to look at their 
cards previous to the latter deciding upon his hand, and in case 
he begs, the other parties must not raise their cards until the 
dealer announces whether he will “ give one ” or run the cards 
to another trump. This is done to prevent collusion between 
partners. 

TECHNICAL TEEMS USED IN ALL-FOURS. 

High. —The highest trump out ; the holder scores one point. 

Low. —The lowest trump out; the original holder scores one point, 
even if it be taken by his adversary. 

Jack. —The Knave of trumps. The holder scores one point, unless 
it be won by his adversary, in which case the winner scores the 
point. 


LAWS OF THE GAME OF ALL-FOURS. 


147 


Game .—The greatest number that, in the tricks gained, can be 
shown by either party; reckoning for— 

Each Ace four towards game. 

“ King three “ “ 

“ Queen two “ “ 

“ Knave one “ “ 

“ Ten ten “ “ 

The other cards do not count towards game ; thus it may hap¬ 
pen that a deal may be played without either party having any 
to score for game, by reason of holding neither court-cards nor 
Tens. 

When the players hold equal numbers—ties—the elder hand, 
the non-dealer, scores the point for game. 

Begging is when the elder hand, disliking his cards, uses his 
privilege, and says, “ I beg: ” in which case the dealer must either 
suffer his adversary to score one point, saying saying, “ Take one,” 
or give each three more cards from the pack, and then turn up the 
next card, the seventh, for trumps; if, however, the trump turned 
up be of the same suit as the first, the dealer must go on, giving 
each three cards more, and turning up the seventh, until a change 
of suit for trump takes place. 

Eldest Hand .—This term is used in the four-handed game, and 
signifies the player immediately to the left of the dealer. 


LAWS OF THE GAME OF ALL-FOURS. 

OF CUTTING AND DEALING. 

1. The deal is determined by cutting the cards, and the player 
cutting the highest card deals. In cutting, the ace is the highest 
card, and ties cut again. 

[In the four-handed game, the two highest play against the two lowest.] 

2. Less than four cards is not a cut, and the player cutting must 
leave at least four cards at the bottom of the pack. 

3. If a card be exposed, a new cut may be demanded. 

4. A new deal may be demanded if, in dealing, an opponent’s 
card be faced, or if the dealer in any way discover any of his ad¬ 
versary’s cards; or if, to either party, too few or too many cards 


148 


ALL-FOURS. 


have been dealt. In either case it is optional with the players to 
have a new deal, provided no card has been played, but not after¬ 
wards. 

5. If the dealer expose any of his own cards, the deal stands 
good. 

6. If a misdeal should occur, the dealer must bunch the 
cards and deal anew; the opponent of the dealer, however, has the 
option of the deal, if he chooses to take it. 

[The dealer deals again, otherwise he might make a misdeal purposely for the sake 
of getting the beg. The reason is embodied in the law maxim, that “ a man cannot 
take advantage of his own wrong.” A forfeits the deal, if B chooses to claim it, for his 
misdeal. But when the misdeal is to A’s manifest advantage, A has to deal again, 
otherwise he would “ take advantage of his own wrong.”] 

7. The deal passes to the left. 

[The following case may, and frequently does arise in a three-handed game of 
All-Fours :—A B and C, are playing, A deals, and B goes out in that hand. In the 
regular course, it would be B’s deal, and C’s beg; but B being out of the game, the 
question arises, must C deal, or can he claim his beg 1 Decision .—In a somewhat anal- 
agous position in the game of Pitch, when A dealt, and B went out, it was decided 
that it would be proper for B to deal A and C their hands and then retire from the 
game. The decision was made upon the ground that it would be a manifest wrong to 
deprive C of the great advantage of the pitch, while A’s right would not in any way be 
compromised or interfered with. We concur in this opinion, as far as the game of 
Pitch is concerned, but such a rule would not be proper in three-handed All-Fours for 
the reason that if B were to deal, and A were to beg, the dealer B would have no 
power to give, or run the cards, having retired from the game. The deal must there¬ 
for in a case like this pass to C.] 


THE SCORE. 

8. The points score in the following order : 1st, high, 2d, low, 3d 
Jack, and 4th, game. 

[Thus it will be seen that if two parties are playing, and the game stands six points 
each, he who scores high goes out first, as that takes precedence of the other points, 
unless Jack is turned up by the dealer. The same is the case when the game stands^ve 
to six; the former goes out on high and low, although the latter may make Jack and 
game in play; but if the former make high, Jack, the latter will go out on low. ] 

9. Each J ack turned up by the dealer, counts one point for him 
in the game, unless a misdeal should occur before the Jack is turned. 
If the dealer turns Jack, and a misdeal should occur afterwards, 
even though it be in the same hand, or if he turns Jack and the 
cards run out by reason of the same suit being turned, he is not 
debarred from scoring the point. 

JO. One card may count all fours; for example, the eldest hand 


LAWS OF THE GAME OF ALL-FOTJRS. 


149 


holds the Knave, and stands his game; the dealer having neither 
trump, Ten, Ace, nor court-card, it will follow that the Knave will 
be both high, low, Jack, and game. 

11. Should there be a tie for game , the non-dealer scores the 
point. If three or more are playing and there is a tie, the eldest 
hand scores game. 

OF BEGGING. 

12. If a player beg, it is at the option of the dealer to give him 
one point or run the cards for a new trump. When playing three- 
handed, if the dealer give one player, he must give both. 

[Running the cards is accomplished in the following manner: The dealer having 
laid aside the old trmmp, deals three more cards to each player, and then turns up the 
next card for the new trump. If, however, the card turned up should be of the same 
suit as the original trump, the dealer must repeat this operation until the trump suit 
is changed.] 

13. No player may beg more than once in each hand. 

[There is nothing to prevent the dealer and the eldest hand from bunching the cards, 
i. e., having a fresh deal, after the latter has begged, and the cards have been run by 
the former, provided they mutually agree to do so ; or, if the new trump is unsatis¬ 
factory to both, they may agree to run them again instead of bunching, but a suit can¬ 
not become trump that has once been turned down during the deal; this, however, is 
more a matter of agreement than of actual law.] 

14. Should the same suit be turned until the cards run out, 
then the cards must be bunched, and dealt anew. 

[Case. —A, B, C and D, are playing All-Fours; A having the deal, turns up a club 
for trump; B begs; A runs them and again turns up a club; he still continues, and 
once more turns up a club. The question is, can B insist that the dealer turn the last 
card for trump 1 Decision. —No. If A elect to bunch the cards and deal anew, under 
these circumstances, he may do so. The dealer must give each player three cards before 
turning for a new trump, and continue doing so until a trump is obtained. When he 
cannot comply with this condition, a new deal ensues.] 

15. When playing the four-handed game, the dealer and the 
player on his left only , are permitted to look at their cards previous 
to the latter deciding upon his hand, and in case he begs, the other 
parties must not raise their cards until the dealer announces 
whether he will “ give one,” or run the cards to another trump. 

[This is done to prevent collusion between partners.] 

OF THE REVOKE. 

16. Each player must follow suit, if he can, unless he chooses to 
trump, on penalty of his adversary scoring one point. 


150 


COMMERCIAL PITCH, OR, AUCTION ALL-FOUES. 


PITCH, OK, BLIND ALL-FOUES. 

This is played the same as the game just described, with the fol¬ 
lowing exceptions:—1st. There is no begging. 2d. No trump is 
turned. 3d. The eldest hand has the privilege of making any suit 
he chooses trump, the first card he leads, or pitches, being trump. 
4th. In the event of a tie in counting game no game is scored by 
either party. 

[In the regular game of All-fours, in case of a tie, the non-dealer scores game to 
counterbalance the advantage the dealer possesses in having the chance of turning 
Jack. By parity of reasoning, some contend that the non-pitcher should score the game 
in case of a tie, to equalize the great advantage the pitcher has over his opponent in 
making the trump. We, however, incline to the opinion that it should not he scored to 
either party.] 

In all other particulars, Pitch is played precisely the same as 
regular All-fours, and all the laws of the latter game apply to it 
with equal force, except the modifications enumerated and explained 
above. Pitch is by no means an uninteresting game, and in many 
localities has superseded the regular game of “ Old Sledge.” 

{See “ Decisions on Disputed Points ,” Pitch, Pules V. and VII., 
page 513.) 

COMMERCIAL PITCH, oe, AUCTION ALL FOURS. 

This is another game of “All-Fours,” quite amusing and exciting 
in its character, especially as it may he played by as many as eight 
persons. It is subject to the usual rules of “All-Fours,” and is 
played as here described ■ 

Before the game commences, it is usual to score ten points to each 
player, and each strives to wipe out this score, as in the game of 
Set Back Euchre. Every point a player makes is deducted from his 
score, and the first who wipes his score entirely out wins the game. 
The cards are shuffled, cut, and dealt as in the ordinary game, except 
that no trump is turned, and then commences the commercial part of 
the play, which is bidding for the privilege of making the trump. 
This is commenced by the eldest hand, who is said to “sell the 


COMMERCIAL PITCH, OR, AUCTION ALL-FOURS. 


151 


trump.” If, upon examination, the player next to the eldest hand 
thinks his hand is strong enough to make a trump, he bids, or de¬ 
clares how many points he will give the eldest hand to he allowed to 
make the trump—he may, for example, hid two —the next hand may 
hid three , while the third and fourth, not having good hands, decline 
to bid; and if no one is disposed to give more, the play begins by 
scoring the bid, which announces the pleasant fact, that the eldest 
hand has wiped out three points before a card has been played. Now, 
if the player who made the highest bid does not make the points bid, 
he loses, or is set hack three points, so that he would have thirteen 
to make, while the eldest hand would have but seven to go. In this 
manner the game proceeds, each one retiring upon making ten points^ 
until the players a,re reduced to two, and he who is finally beaten 
forfeits whatever may have been pending upon the issue of the game. 
If a pool has‘been made up to be played for, the first hand out wins. 
It sometimes happens when a player has four points scored, and 
thinks he can make four points, and the game, that he will bid four 
for the privilege of the pitch, but if he fails he is set back four points. 
If no player bids for the pitch, then the eldest hand takes that priv¬ 
ilege, and pitches what trump he chooses. The player who makes 
the trump is compelled to pitch it. The trump must be put up for 
sale, but if the seller is offered less than he thinks he can make by 
pitching the trump himself, he may refuse to sell, and retain the 
privilege of the pitch; if, however, he fails to make the number of 
points he was offered for the pitch, then he is set back that number. 
There is another variety of the game, which differs from the above 
in the following particulars :—1st. The dealer sells the privilege of 
pitching. 2d. The player who buys the privilege of making the 
trump scores all the points he actually makes; but if he does not 
succeed in making all the points he bids, he is set back the number 
of points he falls short of completihg his bid. Tor example: if he 
bids three, and only makes two points, he rubs out two points for 
those he has made, and is set back one point for that which he failed 
to make, and all the other players score for the point he come short 
of his bid. 3d. If none of the players hid for the trump, and it 
comes round to the dealer, then he (the dealer) pitches what trump 
he chooses, and scores for the point he makes. He is not, however, 
subject to any penalty, even if he does not make a point. The score 
of this game is kept the same as Bounce. (See page 479). 


152 


LOO.-THBEE-CAED OB DIVISION LOO. 


LOO. 

Loo is divided into Limited and Unlimited Loo. It is a game the 
complete knowledge of which can easily bo acquired ; it is played 
in two ways, both with three and five cards, and the latter method is 
called Pam Loo. 

THREE-CARD OR DIYISIOH LOO. 

Is a good round game, at which any number may take part, though 
from five to eight make a pleasant party. 

The game is played with a full pack of fifty-two cards, which rank 
as at Whist. One card is dealt to each player, and the player re¬ 
ceiving the lowest card is entitled to the deal. At the commence¬ 
ment of the game the dealer puts three chips, or counters, in the pool, 
the value of which has previously been agreed upon. It is neces 
sary to make the pool a number that can be exactly divided by three, 
say 3, 6, or 9 chips. After the cards are shuffled and cut, the dealer 
proceeds to deal three cards (one at a time) to each player, beginning 
at the eldest hand, and going round to the left; he also deals an 
extra hand, called “ Dumby,” or “ Miss,” in the centre of the table, 
and turns up the next card for trump. In the first hand, and when¬ 
ever the pool consists only of the three chips deposited by the dealer, 
it is called a “ Bold Stand,” and sometimes a “single” and each 
player is compelled to play his hand, except the eldest hand, who, if 
he prefers it, is entitled to the “Dumby,” and may exchange it for 
his own. “ Bold Stand” is played for the purpose of getting a large 
pool. Thus : On the “ Bold Stand,” if eight persons are playing, 
all those not taking a trick will be iooed the amount of the pool. 
Supposing five of the eight players should be looed, each of them 
would be compelled to pay into the pool three counters each, making 
fifteen in all; which, together with the three counters deposited by the 
dealer, would make eighteen counters in the pool. 

The deal passes to the left, and the dealer must, on all occasions, 
pay in the pool three counters for the deal. When the pool consists 
of m,ore than the original three chips deposited by the dealer, it be¬ 
comes optional to play or not, and before looking at his own cards, 
the dealer asks all the players, in the regular order of playing, be- 


LOO. 


153 


ginning at the elder hand, whether they play their own hand, or take 
“ Dumby,” or decline playing for that round. If the elder hand 
declines to take “ Dumby,” the next in hand has the option, and so 
on ; but whoever takes it must play it. Each individual must 
announce his intention before the next is asked, and if he declines 
playing, must give his cards to the dealer to place under the pack, 
or do so himself. No one can retract after declaring his intention 
to stand or not. When all, including the dealer, have declared their 
intention, the first in hand of those who play, if he hold two trumps, 
must lead the highest of them; and each player in succession must 
“ head the trick,” i. e., play a higher card if he can. It is not usual 
to play the cards in the centre of the table ; they should be placed, 
face up, in front of the person playing them. The winner of a trick 
must always lead a trump if he has one, and the best one he has; 
and so the game goes on till all the hands are played out, when the 
pool is divided into three portions, and paid to the holders of the 
several tricks. Thus, if one take three tricks he wins the whole 
pool; if he take two tricks he wins two-thirds of the pool; but if 
he take one trick he only wins one-third of the pool. All those who 
have failed to take a trick are looed the original amount deposited 
by the dealer, which goes to make up the pool for the next game. 

When only two players stand, the last before the dealer must 
either play the hand, or the Dumby, or give up the pool to the dealer, 
when the game is recommenced as before. 

This variety of the three-card game, which is most popular in the 
United States, is called Limited Division Loo. 

In Unlimited Loo , each player is looed the whole amount in the 
pool, till the occurrence of a bold stand , which can only happen 
when three players stand the game, and each win a trick, or when 
two play, and one takes two tricks and the other one. 

Another variety of Three-card Loo is called 

FULL LOO. 

and is played precisely like Division Loo, except that the pool is 
not divided proportionally among those winning tricks ; but a player 
must take all three tricks to win the pool, thus : After the three 
tricks are played, if either player has taken them all, he takes the 
whole pool; but if the tricks are divided among the players, the pool 
7* 


154 


LAWS OF THE GAME. 


remains. Those playing who have taken no trick at all, are looed, 
and must pay double the price of the deal into the pool. The game 
goes on in this way until the pool is taken by some one of the play¬ 
ers, when the next hand is bold stand , and is dealt and played as 
first described. Sometimes club-law is introduced, when all must 
play when a Club happens to be turned trump. The technical terms 
used in Three-card Loo will be found in the article on Pam-loo. 

LAWS OF THE GAME. 

1. The cards are dealt over at any time, the deal being determined, 
by throwing round a card to each player ; the player receiving the 
lowest card is entitled to the deal. 

2. The person who misdeals forfeits a loo and loses his deal; but 
if a card is faced in the pack, he is to deal again ; or if any of the 
company is the cause of showing a card in dealing, that person for¬ 
feits a loo, and the cards must be dealt afresh. 

3. If the dealer looks at his own hand before he has asked each 
individual whether they play or not, he forfeits a loo. 

4. The hands ought to be lifted in succession from the dealer, and 
any one taking up and looking at another’s hand forfeits a loo, and 
the person whose cards have been taken, may inspect both hands 
and take his choice of the two. 

5. The person who announces his intention to play or not, or who 
throws down his cards, till all those to the right have decided, for 
feits a loo. 

6. No person is to look at Dumby, if not taken, before the dealer 
has decided, under the penalty of a loo, besides being obliged to 
play Dumby. 

7. Whoever plays a card out of the regular order of play, forfeits 
a loo. 

8. No player may inform another what cards he possesses, or give 
any intimation as to any card in hand or Dumby, under penalty of a 
loo. 

9. If a player throw up his cards after the leading card is played, 
he is looed. 

10. No player may look at his neighbor’s hand, either during the 
play or when they lie on the table, under penalty of a loo. 

11. A card played by mistake, if seen, must remain; but if it 
cause a revoke, it must be taken up, and may be called as at Whist, 


LOO. 


155 


(see the 16th law of that game,) when it does not oblige the party 
to revoke ; and the person who played it forfeits a loo. These for 
feitures go to the present pool. 

12. With Ace of trumps only, or King if Ace is turned up, the 
first player must lead it. If he fails to do so he forfeits a double loo 
to the next pool. 

13. The elder hand who holds two trumps, and does not lead from 
them, playing the highest first; and the person who does not lead a 
trump if he can, after taking a trick; and the player who revokes, 
or who docs not either follow suit or trump, provided he can there¬ 
by “head the trick,” each forfeit a double loo—it being difficult to 
determine how the cards might have been played had the false play 
not taken place. This forfeiture goes to the next pool. 

FIYE-CARD LOO, OR PAM LOO. 

The game of Pam-loo may be played by four, five, six, or seven 
persons. Five or six is the best number. If there be less than five, 
a loo will seldom happen, and if more than six, the pack will fre¬ 
quently be insufficient. A complete pack is used, and the cards 
rank the same as in Whist, except the Knave of Clubs, which is 
called Pam. 

TECHNICAL TERMS USED IN LOO. 

Pam, is the Knave of Clubs, and ranks above every other card in 
the pack. It is subject to no laws, but may be played on any suit, 
at any time, even though you have in your hand the suit which is led. 
When led, it always commands trumps, but when trumps are led, 
you are not obliged to play it, even if you have no trump. If you 
hold pam, you cannot be looed. If pam is turned for the trump 
card, Clubs are trumps. 

Pool .—The pool consists of the counters which are paid for the 
deals, and of the sums forfeited by those who were looed the pre¬ 
ceding hand. 

Flush is five cards, all of one suit. 

Pam-Jlush is four flush cards and pam. 

Blaze is five face or court cards. 

Pam-blaze is four blaze cards and pam. 

The person holding the best flush or blaze outwins all the money 


156 


DESCRIPTION OP THE GAME. 


in the pool; and each other person that stood is looed, unless he 
has either pam, a flush, or a blaze. They rank in the following 
order: 1st, a pam ‘flush, or pam blaze; 2d, a flush of trumps; 3d, 
any other flush; 4th, a blaze; and if there be two or more equal 
flushes or blazes out, the eldest is the best. 

Loo. —The loo is the sum put up by any one that is looed, and is 
either limited or unlimited; when unlimited, a person is looed 
for the whole amount of the pool; if limited, he is looed for no more 
than a certain sum, previously agreed upon, generally about double 
the deal; hut he is never looed for more than the pool. 

Pam be civil , is said by any one holding the Ace and King of trumps, 
when he leads or plays either of them; in which case, as it is im¬ 
possible that he should be looed, the person holding pam will not play 
it on either of them. If the Ace has been played in a previous trick, 
a person holding the King and Queen has the same privilege. The 
person, however, that holds pam, has a right to play it in the above 
case if he pleases; but it would, generally, be very bad play. 

To jplay for the good , or for the good of the loo , is to play in such a 
manner as to loo as many as possible, without any regard to making 
tricks. This should always be done when you are safe ; and for 
this purpose, you ought generally to lead a trump. 

To be safe , is when you have won a trick, or are sure of winning 
one. 

Winner’s lift , is said to prevent the last player from wasting a 
good card, by taking a trick from one who is already safe ; or it is 
said by one who has already taken a trick, when he leads or plays a 
card which is the second best in, in order to prevent the person who 
may hold the best card from playing it on that trick ; as by rese*v 
ing this best card, some other person may he looed. 

Revoke. —When a person who has suit does not play it. 

A sure card, is one that is sure of taking a trick. 

Bold stand. —To have a hold stand is a method of playing the 
game, in which it is a rule, that whenever there is only the deal to 
be played for, every person is obliged to stand in order to make a 
loo for the next hand. As often as this happens, it is a bold stand. 

DESCRIPTION OF THE GAME. 

The game of Pam-loo is played with the assistance of counters. 
One of the party, who is called the cashier , delivers to each player a 


LOO. 


157 


certain number of counters, which the cashier is obliged, at the end 
of the game, to redeem at the same value in which they were de¬ 
livered. Two kinds of counters are sufficient, of which the larger 
may be considered as equal to five of the smaller, or their value. 

The cards are cut by each player for the deal; and the person 
who cuts the lowest card is to deal first. In cutting, the Ace is low¬ 
est. After the first deal, each person deals in turn, as in Whist. 

The dealer having paid five counters for his deal, the cards are 
shuffled by every one who chooses, the dealer having a right to shuffle 
them last; the pack is then cut by the person at the dealer’s right 
hand. The dealer then distributes five cards to each person, begin¬ 
ning on his left hand ; as many at a time as he pleases, provided 
they be dealt equally; usually two cards the first round, and three 
the second. He then turns the trump from the top of the pack, and 
places it face upwards, upon the table, The trump card belongs 
to the dealer, which makes his number six. 

The dealer must now ask each person round the,board, beginning 
at his left hand, if he stands. If he does, he says yes , or signifies 
it by knocking on the table. If he does not stand, he throws up his 
cards into the middle of the table. Having asked round the board, 
the dealer declares whether he stands himself, or not. He then asks 
the first person that stood on his left, how many cards he calls, who 
immediately discards as many from his hand as he pleases, and re¬ 
ceives an equal number from off the top of the pack. 

When all that stand have discarded, and received their several 
calls, the dealer, if he stood, takes up his five cards, with the trump 
(which he may now mix with his others), and discarding as many as 
he pleases, takes an equal number from the pack. Having six cards, 
he must next throw away the least valuable one in his hand, which 
will reduce it to the proper number. 

If there is a flush or a blaze, it must now be shown ; and the best 
takes the pool. All the others that stood, are looed ; unless any one 
holds pam, or another flush or blaze, the loos (if there be any) and 
the deal being put into the pool, the /game is continued by a new 
deal. Five counters are paid by the dealer at every deal. 

If no one have a flush or blaze, the elder hand leads a card, to 
which the rest are obliged to follow suit, if they have it; otherwise 
they may trump. The best card wins the trick; and the winner 
leads again; and so on, till the five tricks are played. 

If any person win neither of the five tricks, he is looed. Those 


153 


LAWS OF THE GAME. 


who win the tricks divide the money played for, which is divided 
into five equal parts, and each trick takes a dividend. The loos and 
deal being then paid as before, the game is continued by a new deal. 

Another method of playing is, never to divide the pool, unless 
some one is looed. This keeps a loo always on the table. 

Another method of playing is, to pay six counters for every deal, 
one of which and a proportion of the loos, is put into a separate box; 
and the counters contained in this box gradually accumulate, till 
some one has a pam-flush, which entitles him to the whole. 

LAWS OF THE GAME. 

OF DEALING. 

Each person at the table has a right to shuffle the cards, but it is 
usual for the elder hand only, and the dealer after. 

The dealer has a right to shuffle them last. 

In cutting, two cards at least must be cut. 

It is the dealer’s duty to see that each person pays his loo before 
he turns the trump : as he is responsible to the company for all that 
may be deficient. 

If the dealer permit any one to deal for him, to give out cards, or 
to assort his hand, and any error be committed, the dealer is account¬ 
able, as if he had made the error himself. 

The cards must be dealt regularly round, beginning on the left 
hand of the dealer, and an equal number at a time to each person. 

As often as the dealer makes a misdeal, it is at his option either to 
pass the deal, or to pay and deal again. 

If a misdeal be discovered before the trump is turned, it is no deal. 

If a card is faced in the pack, or be turned up in dealing, unless it 
be a trump card, it is no deal. 

If there are too many or too few cards, it is no deal. 

No one may take up, or look at his cards till the trump is turned : 
when this is the case, the dealer, if he should happen to misdeal, has 
a right to deal again, without paying. 

If the dealer, instead of turning the trump, puts it face down¬ 
wards upon his own cards, he loses his deal. 

Whoever deals out of his turn, or twice successively, and recol¬ 
lects himself before he looks at his cards, may compel the proper 
person to deal. 

No one can claim his right to deal after he has seen his cards. 


LOO. 


159 


OF STANDING, DISCARDING, CALLING, ETC. 

Any person having signified, in answer to the dealer, that he does 
or does not stand, he cannot afterward alter his say, without the 
consent of the rest. And if all should throw up to the dealer, and 
he, not observing that no one stands, should throw up also, he can¬ 
not afterward correct himself, but the money must lie, to be played 
for in the next deal. 

It is the duty of the dealer to see that each person discards the 
same number that he calls for. 

If any person takes in his cards, without having put out the dis¬ 
card, it is a misdeal. 

No person can discard twice : and the discard cannot be changed, 
after being put out: he cannot alter his call, or make a different 
discard. 

No person, in throwing up, discarding, or in any other way, has a 
right to face or show any of the cards. 

No one can, at any time, look over any cards, either of the pack 
or of those which have been discarded. 

If a card be faced in answering a call, any one that stands has a 
right to call for a new deal except he by whose fault the card was 
faced; and if the dealer was in fault, he must pay or pass the deal. 

The dealer should leave his trump card upon the table till it is his 
turn to call: after which no one has a right to ask what the trump 
card was; though he may ask what are trumps. 

If, at the end of the game, there should be an error in the discard, 
there must be a new deal, and the dealer must pay or pass it; be¬ 
cause it is his duty to see that each discard is correct. 

OF PLAYING. 

The elder hand must not lead till the discard is complete; and 
should he have played, he is permitted, if nobody has played to his 
card, to take up the same, and play another. 

No one should play out of his turn ; and any card so played can¬ 
not be taken up again. 

A card once shown in playing, must be played, provided it does 
not cause a revoke. 

If any one is sure of winning every remaining trick, he may show 


60 


CALCULATIONS. 


his cards ; but he is then liable to have them called. (See Law 11, 
Three-card Loo.) 

A person may at any time examine all his own tricks, but not those 
of any other, except the last trick that was played. 

No one, during the play may declare how many or what trumps 
are out or in, or what cards have been played. 

If any one call Pam be civil , when he has no right to do it, that trick 
may be afterward played over again, and pam be put upon the Ace 
or King so played. 


OF PARTNERSHIP. 

There can be no partnership between any two or more persons at 
the table. 

CALCULATIONS. 

1. There are 16 blaze cards in the pack, and 36 which are not. 

2. There are 13 flush cards of Clubs, and 39 which are not. 

3. There are 14 flush cards of Spades, Hearts, and Diamonds, and 
38 which are not; because pam is a flush card to any suit. Con¬ 
sequently, 

If you hold 4 blaze cards, and call 1 for a blaze (if the trump is 
not a blaze card) it is 34 to 12, or about 3 to 1, that you do not ob¬ 
tain it. But if the trump is a blaze card, it is 35 to 11, or about 3 
to 1 against you. 

If you hold 4 blaze cards, as above, and being dealer, call 2 for a 
blaze, it is, in the first instance, 34 to 24, or about 3 to 2, against 
you; and in the second instance, 35 to 22, or about 5 to 3 against 
you. 

If you hold 4 flush cards of Clubs, and call 1 for a flush (if the 
trump card is not of the suit you want), it is 37 to 9, or about 5 to 
1, that you do not obtain it. But if the trump is of the suit you 
want, it is 38 to 8, or about 5 to 1, against you. 

If you hold 4 flush cards of Clubs, as above, and being dealer, call 
2 for a flush, it is, in the first instance, 37 to 18, or about 2 to 1, 
against you; and in the second instance, 38 to 16, or about 5 to 2, 
against you. 

If you hold 4 flush cards, of Spades, Hearts, or Diamonds, and call 
1 for a flush (if the trump card is not of the suit you want), it is 30 


LOO. 


161 


to 10, or about 7 to 2, that you do not obtain it. But if the trump 
is of the suit you want, it is 37 to 9, or about 4 to 1, against you. 

If you hold 4 flush cards, of Spades, Hearts, or Diamonds, as 
above, and being dealer, call 2 for a flush, it is, in the first instance, 

36 to 20, or about 5 to 3, against you; and in the second instance, 

37 to 18, or about 2 to 1, against you. 

In running for pam, if you call 6 cards, it is 46 to 6, or about 8 to 
1, that you do not obtain it: if you call 5, it is 46 to 5, or about 8 
to 1: if you call 4, it is 46 to 4, or about 12 to 1 against you ; and 
so on. 


OF FLUSHES AND BLAZES. 

From the precoding calculations, it appears that the chance of 
obtaining a blaze, in calling one or two cards, is greater than that 
of obtaining a flush, in the proportion of about 4 to 3. This alone 
would render it safer to stand on four blaze, than on four flush cards. 
But there are other considerations, which make the running for a 
blaze, in preference to a flush, advisable. In the first place, if you 
are elder hand, the chance is greatly in favor of your calling a 
trump ; so that unless your four flush cards are trumps, there is no 
probability of your obtaining a flush : but the elder hand is as like¬ 
ly as any other to call a blaze card. In the second place, a flush is 
generally composed of low cards. And in the last place, a flush 
contains only one suit; and, therefore, if you miss of a flush, you 
have barely the chance of taking a trick in that one suit only ; but 
a blaze is generally composed of high cards in each suit, and, there¬ 
fore, in running for a blaze, if you should not obtain it, you have 
nevertheless a great chance of getting safe on one of your four 
blaze cards. 


OF STANDING YOUR HAND. 

GENERAL REMARKS. 

The game of Pam-loo differs from other games generally played 
at cards, in one material point; which is, that any person, after ex¬ 
amining his hand, may play it or not as he pleases. If he throws 
up, he neither wins nor loses ; if he plays, he must calculate either 
to win or to lose. From this peculiarity in the game, a coolness 


162 


STANDING AND CALLING. 


and command of temper is of the utmost importance. It is of less 
consequence to know how to play the cards well, than it is to know 
when to stand, and when to throw up. 

You cannot be too often reminded to be cautious of standing on a 
doubtful or indifferent hand. There is very little dependence to be 
placed on the cards which you may call in; and you had better 
throw up too often than run imprudent risks. It is in this that the 
great art of winning consists. A person of a warm and impetuous 
temper seldom wins, let him know the rules of the game ever so 
well. If he has been fortunate in standing on a bad hand, he is too 
confident of future success ;—if he has been unfortunate, he runs 
greater risks, with the foolish hope that his luck will turn ; or he be¬ 
comes petulant, and stands on a worthless hand, merely fr'om ill 
humor. Both extremes should be avoided with the utmost caution. 
A person who has the command of his temper, and is governed 
solely by judgment and prudence ; who is not too much elated by 
good fortune, nor too much depressed by bad, possesses a great ad¬ 
vantage. He must have an uncommon run of bad luck, if he does 
not come off winner, even in the company of much better players. 

No invariable rules can be given when to stand, or when to throw 
up. Reference must always be had to the state of the loo. For ex¬ 
ample, if the loo be limited to twenty counters, and there are five times 
that amount in the pool, a person will then stand, when he would 
not if there were only twenty counters in the pool; because he is sure 
of losing no more than twenty, and he has the chance of winning a 
hundred; and if he takes only one trick, he wins as much as he 
risks. 

In order to know when to stand or not, it is very necessary to 
keep the run of the cards ; and he who does it, possesses an import¬ 
ant advantage over those who do not. 

OF STANDING AND CALLING. 

ELDER HAND. 

There is some advantage in being elder hand, because he has the 
first call, and is on that account more likely than the rest to obtain 
trumps ; he will therefore stand with fewer or lower trumps, than 
would be prudent in the second or third hand. If he have kept the 
run of the cards, he has particularly the advantage, as he will know, 


LOO. 


163 


from the trump card, whether he may expect a good or a bad call, 
and stand or throw up accordingly. 

The following rules are variable by so many different circum¬ 
stances, that a good player will perceive the impropriety of being 
always governed by them. They will, however, if attended to, be 
of service to the inexperienced stranger. 

1. Having pam and one trump, run for trumps. 

2. Having pam and three blaze cards, run for a blaze. 

3. Having pam and three flush cards which are not trumps, run 
for trumps. 

4. Having Ace or King, Queen of trumps, and no other trump, 
stand, and run for trumps. 

5. Having only one trump, and that lower than the Queen, throw 
up. 

6. Having two low trumps, stand, and run for trumps. 

7. Having four flush cards, not trumps, and your other card not 
a high trump, throw up. 

8. Having four blaze cards, stand, and run for a blaze. 

9. Never stand, unless you can calculate on a flush, or blaze, or 
a safe hand of trumps. 

10. Many of the above rules are founded on the presumption, that 
one or more cards at the top of the pack being next to the trump 
card, are trumps ; and consequently that the elder hand cannot cal¬ 
culate on any other suit. 

SECOND, THIRD, AND FOURTH HANDS. 

Though the second, third and fourth hands do not enjoy some of 
the advantages which we have observed are possessed by the first, 
or elder hand, yet they have one advantage from which the elder 
hand is excluded, that of better ascertaining how many are likely to 
stand. And in this, the third hand has the advantage of the second, 
the fourth of the third, etc. This knowledge is of considerable im¬ 
portance ; for when few stand, you may venture on a much weaker 
hand than otherwise. 

If you are the last (before the dealer), and all before you have 
thrown up, stand, even if you call five cards, unless you are sure 
that the dealer will obtain a flush or blaze, or has all the high 
trumps. As a general rule, never throw up to the dealer. When 
there are only two that play their hands, it is rare that either of 


164 


STANDING AND CALLING. 


them is looed, except it be by a flush or blaze. Besides, when few 
stand, there being but a few out, the pack must be rich, and you 
are almost certain of a good call. 

1. Having pam and one low trump, discard the trump, and call 
four cards. 

2. Having pam and three blaze cards, run for a blaze. 

3. Having pam and three flush cards, run for a flush. 

4. Having Ace or King of trumps, and no other trump, stand, an« 
run for trumps. 

5. Having only one trump, and that lower than the King, throw 

up. 

6. Having Queen, or Knave, and one other trump, stand, and run 
for trumps. 

7. Having two low trumps, throw up. 

8. Having three low trumps, stand, and run for trumps. 

9. Having four flush cards, not trumps, and your other card not 
a high trump, throw up. 

10. Having four blaze cards, stand, and run for a blaze. 

11. Never stand unless you can calculate on a flush, or blaze, or a 
safe hand of trumps. 

12. Some of the above rules differ from those given for the elder 
hand, because the second or third hand is not more likely to call 
trumps than any other suit. 


DEALER. 

The dealer has the privilege of dealing himself six cards (one of 
which, at least, is always a trump), and that of calling six others ; 
and he knows precisely how many at the board will stand. If many 
stand before him, and he has not a good hand, he will throw up ; but 
if only one or two stand before him, he will venture on a very poor 
hand, even though he is obliged to call six cards. 

1. Having five or six blaze or flush cards, call one for pam. 

2. Having four blaze or flush cards, stand, and run for a blaze or 
flush, unless the two which you must discard are high trumps, in 
which case run for trumps. 

3. Having only three flush or blaze cards, not trumps, do not run 
for a flush or a blaze; nor stand, unless you have other cards to 
stand on. 

4. Having two high trumps, and four flush cards, run for trumps. 


LOO. 


165 


5. Having one high trump, even if it be the Ace, and four flush 
cards, run for a flush. 

6. Having one high trump, and three blaze cards, run for a blaze. 

7. Having only one or two low trumps, call six cards. 

8. Having three low trumps, run for trumps. 

9. Having pam and two low trumps, run for trumps. 

10. Having pam and one low trump, discard the trump, and call 
five cards. 

11. Having pam and one high trump, run for trumps. 

GENERAL REMARKS ON CALLING. 

If but few persons stand, as has been before observed, you may 
safely calculate that few trumps were dealt out, and consequently 
the calls will probably be rich in trumps. If, on the contrary, an 
unusual number stand, it is equally certain that nearly all the trumps 
are out, and the calls will consequently be poor. 

If you stand, and know before you have called, that any one has 
a flush or blaze, do not run for trumps, in preference to any other 
suit; but endeavor to get a flush or blaze, as the only thing (except 
pam) that can save you. If you have three flush or blaze cards, it 
may be well to run for a flush ; but if you have not, it will be best 
to call five cards (or six if you are dealer); as you not only may 
possibly call a flush or blaze, but have also a chance of obtaining 
pam. 

If you are dealer, be careful, when it comes to your own turn to 
call, to mix the trump card with your other cards before you assort 
your hand, or make your discard ; for sometimes, when you run for 
a flush or blaze, it will be necessary to throw away your trump 
card ;—but in such a case, you should be careful to let no one 
know it. 

If you are not dealer, and the dealer should leave his trump card 
on the table till he has made his call, observe whether that card be 
included in his discard or not. If it is, you may be sure that he 
runs either for a blaze or for a flush, in a suit that is not trumps ; 
and if he do not obtain a flush or blaze, it is almost certain that he 
has a weak hand. 

OF DISCARDING THE DEALER’S SIXTH CARD. 

1. If you have one or more trumps, and have a single card of any 


166 


STANDING AND CALLING. 


other suit, discard that single card, unless it be an Ace. Because 
when that suit is led, you will probably get safe by transposing it. 

2. If you have no trump, discard the lowest card in that suit of 
which you have the most. Because, as you cannot trump, you must 
endeavor to keep a card in every other suit, that you may have as 
many chances as possible of getting safe. You will seldom have 
more than one chance of saving yourself on the same suit. 

3. If, however, you have two or three high trumps, and are sure 
of getting safe, it will be as well not to discard a good card, though 
it he a single card of any suit. Because, as your high trumps will 
give you the lead, when all the trumps are out, the high cards of 
other suits will then be nearly as good in your hand as trumps. 

4. Never show the card that you throw out, nor let any one know 
to what suit it belongs. Because, the conclusion would be, that it 
was the only card you had of that suit; the elder hand would, of 
course, avoid leading from that suit;—whereas it is for your interest 
that he should lead from it, as you would be almost certain, from 
being last player, of taking the trick by trumping it. 


OF KNOWING THE STATE OF YOUR ADVERSARIES’ HANDS. 

In order to play with judgment, it is necessary to have some idea 
of the state of each person’s hand. This is to be obtained, partly 
from the run of the cards, but principally from observing what num¬ 
ber of cards each person calls in. Some assistance may be derived 
from the following observations : 

1. If you have been able to keep the run of the cards with toler¬ 
able accuracy, you may calculate from your own call, what are the 
cards which others have called in. 

2. If any. person call for only one card, he probably had four flush 
or blaze cards (generally the latter), and it is three to one that they 
are not trumps ; so that if he does not get a blaze or flush, you may 
safely calculate that he has not more than one trump : it is three to 
one that he has none. 

3. If any one call for two, he probably had three low trumps ; and 
it is three to two that he did not obtain another trump. 

4. If any person call for three, it is beyond a doubt that he had 
two trumps, one of which, at least, is a good one ; and it is an equal 
chance that he called in another trump. 


LOO. 


167 


5. If any one call four, he had probably either pam, Ace, or 
King; and it is about six to five that he called in another trump. 

6. The dealer will always stand on a poorer-Fand than any other 
person. 

From these calculations you may be able to play in such a man¬ 
ner as to get safe on a weak hand ; and you may, from the same 
knowledge, frequently loo one or two persons more than you other¬ 
wise would. 

OF PLAYING YOUR CARDS. 

In playing your cards, there are three objects which you should 
always have in view. The first, and principal one, is to get safe. 
Consequently, if you have not pam, or some other sure card in your 
hand, you must, in the first place, endeavor to win a trick. The 
second and next important object, after being safe, is to loo as 
many persons as you possibly can, even though you lose several 
tricks by it. This is called playing for the good of the loo, and is 
invariably practised by generous and honorable players. The third 
and last is when all are safe, or when there is no chance of looing 
any one, to win as many of the remaining tricks as possible. 

Always recollect what number of cards each person called in, and 
play accordingly. 

ELDER HAND. 

If you are elder hand, and have only one or two low trumps (es¬ 
pecially if you have but one), lead a trump. For if you should lead 
from a suit that is not trumps, it is almost certain that it will be 
trumped by somebody ; in which case, the winner will (according 
to an invariable rule, “ as soon as you are safe, play for the good”), 
lead a trump ; and whoever wins that trick will lead another trump, 
which will bring out both of yours ; and as they are low, it is impos¬ 
sible that they should win either of the tricks. Whereas, if you be¬ 
gin by leading a trump, you not only loo a greater number (which 
is particularly in your favor, as you will deal next), but you bring 
out the trumps sooner, and by that means^have a much better chance 
of getting safe on some other suit that may be led, of which proba¬ 
bly you hold the best card, and which might otherwise be trumped. 
It is also generally understood, that a person has a good hand when 
he leads a trump ; consequently the other players will not be sc 
likely to endeavor to loo him. 


168 


OF PLATING TOUR CARDS. 


If you have no trump, lead from a suit in which you have no high 
card ; unless there should be but two or three playing, in which case 
lead your best card. 

If you have Ace and King, call pam be civil, and lead the Ace, 
after which lead your King, and if you have another trump left, 
lead that. 

If you have pam and King, lead pam ; after which lead the King, 
as the Ace, you being safe, will not be played upon it. 

If you have a safe hand, always lead a trump. 

If you have the Ace of trumps, and not the King or pam, do not 
lead your Ace. 

If you have pam and no other trump, do not lead pam. 

If you have pam and another trump, lead pam; after which, lead 
your other trump. 

GENERAL RULES FOR PLAYING. 

As soon as you are safe, play for the good of the loo. 

If you are safe, lead a trump, if you have one; otherwise, lead 
your best card. 

If a trump be led, and you have Ace and King, say pam be civil , 
and play your Ace; after which lead your King. 

If a trump be led, and you have pam and another trump, play 
pam; after which lead your trump. 

If a trump be led, and you have pam and no other trump, do not 
play pam. 

If the Ace has been played in a previous trick, and you have King 
and Queen remaining, lead or play your King, calling pam be civil. 

If Ace, King, or Queen be led or played, without calling pam be 
civil, put on pam, whether you have another trump or not. 

After winning a trick, if you have the best trump in, always lead 
or play that trump, whether pam be out or not. 

Always endeavor to prevent any one that is not safe from win¬ 
ning a trick, especially if you are last player. 

It is a general rule, never to talce a winner's lift, unless all are 
safe. That is, if you are last player, and the trick belongs to one 
who is safe, you ought not to waste your valuable cards by taking 
it. Or if a winner lead or play a card which you know to be the 
best in, except what you hold in your own hand, you ought to pass 
the trick. This rule, however, is not to be observed, if you think 


BRAG. 


169 


that by taking such a trick you can loo a greater number than by 
passing it. 

If you have pam and Queen, with no other trump, and the Ace or 
King be led or played with the call of pam be civil , play pam not¬ 
withstanding ; after which, lead your Queen, as the King will not 
be played on your Queen, if the holder have any other trump. 

You will do the same, if a person who is safe lead the King, 
whether the Ace be out or not. 

You will do the same, if you have pam and King only, and one 
who is safe should lead or play the Ace. 

If you have the Ace, or the King, or the Queen, with only one or 
two low trumps, and are not safe, be cautious of playing your high 
card while the higher ones are in; especially do not lead it, nor 
play it the second hand. 


BRAG. 

This game is played with an entire pack of cards, which rank as 
at Whist, except the Knaves and Nines, which are called braggers , 
and rank the same as any cards they may be held with. Thus, an 
Ace and two Knaves or Nines, or one of each, are called three 
Aces ; a deuce and two braggers , three deuces; a King and one 
bragger , two Kings, and so on. The number of players is usually 
from four to eight. The cards are cast round for the deal and the 
first bragger deals first, and afterwards in succession to the left. 
The person on the left of the dealer then puts into the pool any sum 
he pleases, which is called the ante. If the next player chooses, he 
may put in double the sum, the third may double again, and so each 
in his turn ; but this must be done before the deal commences. 
The ante being paid, three cards are dealt to each player, one by 
one. Each player, in rotation, having examined his hand, decides 
whether he will go in; if he does, he puts into the pool the amount 
of the ante ; if he does not go in, he throws up his cards, unexposed, 
and waits for the next deal. The dealer then gives to each player 
who goes in as many cards from the pack as he discards from his 
hand, which completes the deal. The eldest hand, that is, the first 
8 



170 


PRINCIPLES OE THE GAME. 


on the left of the dealer who goes in, then begins the play. He 
must either brag, pass eldest, or bolt; if, on examining his cards, he 
dares to brag, he must put into the pool any sum he pleases (not less 
than the whole ante), naming the amount; or, he may say, “7 
pass,” retaining his cards, and becoming youngest hand; or, if his 
cards are bad, he may bolt, that is, throw up his cards, and forfeit 
his interest in the pool for that deal. If he bolts, the next player 
becomes eldest, and has the same right, and so on until some one brags. 
None but eldest hand can pass. If the elder hand pass, the next 
player must either brag or bolt. After any player has bragged, the 
rest must either go it (by putting into the pool the amount bragged, 
saying, “ I go it”), or bolt; the youngest hand, that is, the last who 
goes the brag, may call a sight, or return the brag; if he calls a 
sight, the cards must be shown in rotation, the player who calls 
showing last, and the best hand shown wins the pool; if he returns 
the brag, he must put up such sum over the last brag as he chooses, 
and the game goes round again, each player who does not bolt, must 
put up the amount bragged ; he who last goes any brag, has the 
right to call a sight or return the brag; and thus the game con¬ 
tinues, until a sight is called, or some player brags so high, that all 
the others bolt, when the last bragger wins the pool, be his hand 
what it may. The game is then continued by a new deal. 

The best hand in this game is, a pair royal, that is, three cards 
of one kind, three Aces being better than three Kings, and so on; 
the next best is a pair, two Aces, twp Kings, &c. ; and then the 
highest single card. A natural pair royal, which is formed without 
the aid of braggers, is better than one of the same rank formed with 
them ; thus, three Aces are better than two Aces and one bragger; 
three deuces are better than two deuces and one bragger; and pairs 
are governed by the same rule. The Knaves and Nines are of 
equal rank, except that two Knaves and a Nine, or a Knave and two 
Nines, are called three Knaves. If two hands of equal strength 
are shown, the eldest wins. A table is annexed, in which the hands 
are ranked according to their value. It should be noted, that two 
Aces and a King are no better than two Aces and a Deuce, as no 
card is of any value except it makes a pair or a pair royal. You 
should understand this thoroughly before you begin to play, in order 
to know in what manner to discard and take in, in forming your 
hand. 



BRAG. 


m 


TABLE, SHOWING THE RANK OF THE DIFFERENT 

HANDS. 

Pairs royal. 

Pairs royal. 

3 Aces, 

3 Sevens, 

2 Aces and 1 bragger, 

2 Sevens and 1 bragger, 

1 Ace and 2 braggers, 

1 Seven and 2 braggers, 

3 Kings, 

3 Sixes. 

2 Kings and 1 bragger, 

2 Sixes and 1 bragger, 

I King and 2 braggers, 

1 Six and 2 braggers, 

3 Queens, 

3 Fives, 

2 Queens and 1 bragger, 

2 Fives and 1 bragger, 

1 Queen and 2 braggers, 

1 Five and 2 braggers, 

3 Knaves, 

3 Fours, 

2 Knaves and 1 Nine, 

2 Fours and 1 bragger, 

1 Knave and 2 Nines, 

1 Four and 2 braggers, 

3 Tens, 

3 Threes, 

2 Tens and 1 bragger, 

2 Threes and 1 bragger, 

1 Ten and 2 braggers, 

1 Three and 2 braggers, 

3 Nines, 

3 Deuces, 

3 Eights, 

2 Deuces and 1 bragger, 

2 Eights and 1 bragger, 
i Eight and 2 braggers, 

1 Deuce and 2 braggers. 

Pairs. 

Pairs. 

2 Aces, 

1 King and 1 bragger, 

1 Ace and 1 bragger, 

2 Queens, 

2 Kings, 

1 Queen and 1 bragger, &c. 


OF DOUBLING AND RAISING THE ANTE. 

If the ante is doubled, the eldest hand having looked at the cards ^ 
first dealt him, must either make good (• i . e., put in as much as will jr 
make his ante equal to the last double) or bolt. And all who go in 
must pay the same amount. All the players having either gone in or 
bolted , the last doubler has a right to draw half his stake, and throw 
up his hand. 

After the first three cards are dealt, hut before taking in } the eld¬ 
est hand having seen his cards, may raise the ante (unless it has 
been doubled) by putting in any sum he pleases; and all who go in 
must pay the amount of the whole ante. 


172 


POKER, OR BLUFF. 


Observe, that the same rule applies to doubling the ante , raising 
the ante-, and bragging ; the player who last goes the double , raise , 
or brag-, has the right, in his turn, of increasing either. 

LAWS OF THE GAME. 

When a player brags so high that all his antagonists bolt, he need 
not show his hand. 

No player shall examine the pack, or the hands bolted, or show 
them to any player who is bragging. 

Nothing can be claimed for a hand bolted or thrown up unexposed. 

If the dealer misdeal the first three to each player, he forfeits the 
amount of the ante , and must deal again. 

If any player take in more or less cards than he is entitled to, 
and does not correct it before his cards or any succeeding him are 
shown, he loses his right in the pool the same as by bolting; but the 
game goes on. 

If a card is faced in the pack, a new deal may be called. 

If a card is shown in dealing, the player to whom it was dealt 
may refuse it. 

No player may brag or go it , without putting up the amount. 

If no person goes in to the ante , the stake is withdrawn, and the 
deal passes to the next. 

Every player has a right to shuffle the cards; the one on the 
right of the dealer must cut them. 

No one but the dealer is obliged to tell how many cards he took 
in, and he is not obliged to tell any player that has made a bet. 


DRAW POKER. 

DRAW Poker is played with a pack of fifty-two cards, and by 
any number of persons from two to six. At the commencement 
of the game the deal is determined by throwing a single card to 
each player. The lowest card designates the dealer; the Ace being 
the lowest, and the King the highest. Every player has a right 
to shuffle the cards, the dealer last, and after the first hand the 
deal passes from player to player in regular succession to the left. 



POKER. 


173 


The cards are dealt as in whist, one at a time, from right to left, 
until five cards have been received by each player. Before deal¬ 
ing, the dealer deposits in the pool, an ante, the amount of which 
is agreed upon previously to commencing the game. 

The eldest hand, or “ Age ” can, if he chooses, go blind at this 
game ; that is to say, he can bet on his hand before the cards are 
cut for deal. The next player may double the blind, by deposit¬ 
ing in the pool, twice the amount of the blind. The succeeding 
player may straddle it, doubling it again, and so on in the same 
way. (See Technical Terms used in Poker.) Eldest hand alone has 
the privilege of starting the blind. On seeing his cards and before 
drawing, each player must, in his turn, either make the blind good, 
or pass out of the game. 

The dealer having given the players their hands, asks each one 
of them in succession, beginning at the Age, what he will do. A 
player has a choice of three things. He can draw any number of 
cards from one to five, previously discarding a like number from 
his own hand; or retain his cards as they are; or throw them up 
and go out of the game for that deal. Those, who propose to dis¬ 
card and draw, or stand their hand, must chip before doing so ; in 
other words, must put into the pool a certain amount, or ante, 
previously agreed on, and which is represented by a counter, tech¬ 
nically called a chip. 

The dealer inquires of each player in rotation, beginning at the 
eldest hand, or age, how many cards he wants; and when they 
have all discarded, but not before, he gives to each the number 
requested from the pack. The rejected cards are placed in the 
middle of the table, and cannot be used again for that deal. 
Unless the ante is limited, any player may bet or raise the pool, 
previous to drawing, as high as he pleases, and each of the other 
players must see and go better, or call the bet, or resign his 
chances for the pool by throwing up his hand. 

For example: A, B, C, and D are playing; D being dealer; 
upon raising his hand, and before drawing, B, who is to the left of 
Age, (A,) seeing that he has a good pair, bets five chips ; C sees B’s 
bet and D does the same ; A, whose turn it now is to say what he 
will do, sees the amount bet by B, and goes five chips better-; B, 
C, and D, have now five chips each, and A has ten chips in the 
pool. B has the choice of three things ; he may call A, or he can 


174 


POKER. 


see him the extra five chips and go as many better as he chooses— 
or he may decline to do either and pass out of the game for that 
hand. "We will suppose that he does the first, and deposits five 
more chips in the pool; it now passes to C, who has the same 
choice as B, and, for the sake of illustration, we will suppose that 
he sees A’s five and goes ten chips better, depositing fifteen chips 
more in the pool. D has the next say, and, having a weak hand, 
passes out of the game. A calls C, putting ten chips in the pool. 5 
B, putting up his ten chips, also calls C, and. thus each have the 
same amount in the pool. The dealer then proceeds to serve cards 
to all the players who have not already passed out. Now, suppos¬ 
ing that A does not call C, but runs over his bet, then B can either 
call, pass, or go better; C having, in his turn, the same option. If 
B and C both pass, then A takes the pool without showing his 
hand ; in this latter case, the deal is ended. But under any other 
circumstances, after the players have all drawn to their hands, and 
been regularly served by the dealer, the betting again commences 
and is conducted precisely as in the preceding example; and if a 
call is made, the best Poker hand captures the pool. We would 
here remark that when a bet is made, chips to the amount of the 
bet must be deposited at once in the pool. In serving the hands, 
after the discard, should the dealer give a player a larger or small¬ 
er number than the latter has demanded, he must rectify the mis¬ 
take by drawing the surplus card or cards from the hand, or mak¬ 
ing up the deficiency from the pack, as the case may be, provided 
the player announces the error before he raises his cards ; failing 
to do this he must stand out of the game for that deal. Cards 
accidentally exposed in dealing, are placed at the bottom of the 
pack. At Straight Poker, any player may pass with the privilege 
of coming in again, if no bet has been made before he passes; but 
in Draw Poker this privilege is reserved to the Age, who has the 
' last say. Sometimes all the players pass without chipping, in 
I which case the deal passes to the eldest hand, who puts up an ante 
for the deal. When a player in his turn, brags or bets, his op¬ 
ponents must either cover his bet and call upon him to show his 
hand, or go better, or pass out of the game. If the player who 
brags, is neither called nor over-bet by any of his antagonists, he 
wins the pool without showing his hand. If called, he exhibits 


TECHNICAL TERMS TJSED IN POKER. 


175 


his cards; the caller then does the same and the best hand takes the 
pool. 

When there is no limit to the game, it frequently happens that a 
player with great nerve and a long purse, will bet so high on in¬ 
different cards, that the confidence of his adversaries is shaken, 
and they abandon their hands. This is called “bluffing.” 

When a player who brags is over-bet by an opponent, and can¬ 
not cover the additional sum, he can put down all the funds he has 
and call for a show of hands for that amount. Sometimes the 
highest hands shown are of identical value ; in which case the 
pool is divided equally between the parties thus tied. Where ties 
occur in pairs, the best hand is decided by the value of the other 
cards; for example, a hand consisting of a pair of Tens and a 
Nine, Knave and King, would be beaten by a pair of Tens and a 
Knave, Queen and King. If all the players pass, up to the Age, 
the latter takes the pool and the deal ends. 

TECHNICAL TEEMS USED IN POKEE. 

Age .—Same as Eldest Hand. 

Ante .—The stake deposited in the pool by the dealer, at the 
beginning of the game. At Straight Poker each player puts up 
an Ante. 

Blind .—The eldest hand has the privilege of making a bet before 
he raises his cards ; this bet is usually limited to a few chips, and 
is called “ going blind.” The blind may be doubled by the player 
to the left of the eldest hand, and the next player to the left may 
at his option straddle this bet; and so on, including the dealer; 
each player doubling. The Age alone has the privilege of start¬ 
ing the blind, and if he does, any player refusing to straddle, 
debars those after him from doing so. When the Age declines to 
go blind, he is sometimes permitted to delegate his privilege to the 
the next player; this, however, must be agreed upon previous to 
beginning the game. As misunderstandings occasionally occur 
between Draw Poker players on the subject of blinds, it may be 
as well to give an illustration here. A, B, C and D are playing, 
A is dealer. Before the cards are cut, B, the eldest hand, goes a 
chip blind, which is covered with two chips by C ; C’s bet is strad¬ 
dled with four chips by D, and D’s with eight chips by the dealer. 


176 


POKEK. 


Upon seeing their hands, but previous to drawing, the players 
declare what they will do, in the following order : B, having gone 
blind, and the rest of the players having straddled, has the first 
say, and, after making the blind good, may raise it at will, provided 
he keep within the limit of the game. If he makes good he must 
put up fifteen chips in addition to his first deposit; and C and D 
fourteen and twelve chips respectively. If A then chooses to 
respond, he must put up eight chips in order to make good ; thus 
equalizing the stakes in the pool. 

The player, next to the last straddler always has the first say. 
Thus, if, as in the preceding example, C has straddled, and D does 
not double it, then D has first say, being the next player to C, the 
last straddler; and, having received his cards, and before discard¬ 
ing, must declare whether he will make the blind good or throw 
up his hand. If he makes the blind good, he has the privilege of 
raising it as much as he pleases within the limit of the game. Any 
player after making good, may raise the blind, and the other 
players must make the amount good, or throw up their hands. 
Any player declining to see the blind, forfeits his chance for the 
pool. When the pool is equalized, the dealer helps the players to 
as many cards as they each may discard and demand. 

Bluffing off. —When a player with a weak hand bets so high that 
he makes his opponents believe he has a very strong hand, and 
they are deterred from “ seeing ” him, or “ going better.” 

Brag. —To bet for the pool. 

Call. —To call a show of hands, is for the player whose say is last 
to deposit in the pool the same amount bet by any preceding player, 
and demand that the hands be shown. 

Chips. —Counters representing money, the value of which should 
be determined by the players at the beginning of the game. 

Chipping , or to Chip. —Is synonymous with betting. Thus a 
player, instead of saying “ I bet,” may say “ I chip ” so much. 

Double-Header. —In Straight Poker, when all the players “ pass,” 
and decline to enter for the pool, or when a misdeal occurs, the 
stakes must be doubled , and the deal passes to next player. 

In Draw Poker, when all the players pass without chipping to 
fill their hands, the next player must deposit a chip for the deal. 
This contingency very seldom occurs. 


TECHNICAL TEEMS USED IN POKER. 


177 


Discard. —Taking one or more cards from your hand and placing 
them in the centre of the table, face downwards. 

Draw. —To discard one or more cards, and receive a correspond¬ 
ing number from the dealer. 

Eldest Hand, or Age. —The player immediately at the left of the 
dealer. 

Filling. —To match, or strengthen the cards to which you draw. 

Foul Hand. —A hand composed of more or less than five cards. 

Flush. —Five cards of the same suit, as five Hearts or five 
Spades. 

Fours. —Four cards of the same denomination. 

Full. —Three cards of the same denomination, and a single pair. 

Going Better. —When any player makes a bet, it is the privilege 
of the next player to the left to raise him, or run over it, that is, to 
deposit in the pool the amount already bet by his adversary, and 
make a still higher bet. In such a case it is usual to say: “I see 
yoq, and go so much better,” naming the extra sum bet. 

Limit. —A condition made at the beginning of a game, as to the 
amount that may be bet on a hand. 

Pair. —Two cards of the same denomination, as two Kings. 

Pass. — “Ipass,” is a term used in Draw Poker, to signify that a 
player throws up his hand. In Straight Poker, any player may 
pass and come in again, provided, no other player has previously 
made a bet. In Draw Poker, the Age only, has that privilege. 

Raising a Bet. —The same as going better. 

Royal Flush. —A Straight or Sequence, all of the same suit, as 
Ace, Deuce, Trey, Four and Five of Diamonds. 

Say. —When it is the turn of any player to declare what he will 
do, whether he will bet, or pass his hand, it is said to be his say. 

Seeing a Bet. —To bet as much as an adversary. 

Sequence. —Five cards following in regular numerical order of 
denomination, without regard to suit, as King, Queen, Knave, Ten 
and Nine. 

Sight. —Every player is entitled to a “ sight for his pile,” and 
when a player makes a bet, and his opponent bets higher, if the 
player who makes the first bet has not funds sufficient to cover the 
bet made by his adversary, he can put up all the funds he may 
have and call a show of hands for that amount. 

Straddle. —See Blind. 


178 


POKER. 


Straight .—The same as Sequence. 

Straight Flush .—The same as Royal Flush. 

Triplets .—Three cards of the same denomination, as three Aces. 
Threes .—Same as Triplets. 


THE LAWS OF DRAW POKER. 

OE CUTTING AND DEALING. 

1. The game of Draw Poker is played with a pack of fifty-two 
cards. 

2. At the outset of the game, the deal is determined by throw¬ 
ing around one card to each player, and the player who gets the 
lowest card, deals. 

3. In throwing for the deal, the Ace is lowest and the King 
highest. Ties are determined by cutting. 

4. After the first hand is played, the deal passes from right to 
left it regular succession, and each player takes the deal in turn. 

[In Straight Poker, the winner of the pool deals.] 

5. The cards must be shuffled above the table; each player has 
a right to shuffle the cards, the dealer last. 

6. The player at the right of the dealer cuts the cards. 

7. Five cards must be dealt to each player, one at a time, com¬ 
mencing with the player to the left of the dealer, and, if a card is 
faced in the pack, a new deal may be demanded. 

8. If a card be accidentally exposed by the dealer while in the 
act of dealing, the player to whom such card is dealt must accept 
it as though it had not been exposed. (See Law 25.) 

[This rule does not apply when a card is faced in the pack.] 

9. If a card be faced in the pack, a new deal must ensue, and 
the dealer must deal again. 

10. If the dealer gives to himself or either of the other players 
more or less than five cards, and the player receiving such a number 
of cards discovers and announces the fact before he raises his 
hand, it is a misdeal, and the dealer must shuffle and deal the cards 
again. 

11. If the dealer gives to himself or either of the other players 
more or less than five cards, and the player receiving such a num¬ 
ber of cards raises his hand before he announces the fact, no mis- 



THE LAWS OF DRAW POKER. 


179 


deal occurs, and lie must stand out of the game until the next 
hand. 

OF THE VALUE OF HANDS. 

12. The hands count by Pairs, by Two Pairs, by Triplets, by 
Flush, by Full, and Fours. 

One Pair. —Two cards of the same denomination. For example: 
Two Deuces are the lowest, and two Aces are the highest pairs. 
The pair may be of any color. 

Two Pairs. —Two pairs of different cards in the same hand count 
next to a single pair. Aces and Kings are the highest, and Deuces 
and Treys are the lowest two pairs. 

A Straight , a Sequence , or Potation is five cards following in regu¬ 
lar order of denomination, as Ace, Deuce, Trey, Four, and Five, 
and the cards may be of different suits; a Straight will beat Trip¬ 
lets. In a Straight the Ace plays both ways, but its value is 
different. When with the King, Queen, Knave and Ten, it makes 
the highest Straight; when with Deuce, Trey, Four and Five, the 
lowest. 

[Straights are not considered in the game, although they are played in some locali¬ 
ties, and it should always be determined whether they are to be admitted at the com¬ 
mencement of the game. In some coteries a Royal, or Straight Flush, outranks four 
cards of the same denomination; but this, like all other modifications not strictly 
legal, must be agreed upon before commencing the game.] 

Triplets are three cards of the same denomination, and rank 
higher than two pairs. For example : Three Deuces beat a pair 
of Aces and Kings. 

A Flush is five cards all of the same suit, and beats three Aces. 
Should it so happen that two Flushes are dealt in the same deal, 
the winning hand must be decided by the denomination of cards 
composing the Flush. Thus, a Flush, with an Ace highest, would 
beat a Flush with King highest. In the Flush, the Ace counts 
both ways, as in the Straight. Ace with King, Queen, Knave and 
Ten, will beat Ace with Deuce, Trey, Four and Five, and the lat¬ 
ter is the lowest Flush that can be held. 

Full Hand is three cards of the same denomination, and a sin¬ 
gle pair. A Full ranks higher than a Flush ; for example: Two 
Deuces and three Treys will beat a Flush. 

Four of the same denomination is the highest combination of 
the cards in Poker, and four Deuces will beat a full hand of Aces 


180 


POKER. 


and Kings. Therefore, the only certain winning cards are four 
Aces, or four Kings and an Ace. 

[It is strongly urged by some players, that the strongest hand at Draw Poker should 
be a Straight, or Royal Flush, for the reason that it is more difficult to get than four of 
a kind, and removes from the game the objectionable feature of a known invincible 
hand. It is impossible to tie four Aces or four Kings and an Ace, but it is possible for 
four Straight Plushes of the same value to be out in the same deal. No gentleman 
would care to bet on a “ sure thing,” and we therefore think the Straight Plush should 
be adopted when gentlemen play at this game. When none of the above hands are 
out, the best is determined by the rank of the leading, cards, thus: Ace, King and 
Deuce will beat Ace, Queen and Knave, or a hand led by the Ten will beat a hand led 
by the Nine. 

13. If, upon a call for a show of hands, it occurs that two or 
more parties interested in the call hold hands identical in value, 
then the parties thus tied must divide the pool, share and share 
alike, provided, no party likewise interested should hold a hand 
superior in value. Where ties occur in pairs the best hand is de¬ 
cided by the value of the other cards. 

OF PASSING:. 

14. The eldest hand {age) has the privilege of passing once, and 
afterwards coming into the game again to brag. 

[After the ceremony of the deal has been concluded, the player who is eldest hand, 
says: “ My Age,” which signifies he passes. No other player has this privilege at the 
game of Draw Poker, but the reverse of this rule applies when playing Straight Poker, 
and at that game any player may pass with the privilege of coming in again, provided 
no player preceding him has made a bet.] 

15. Should the eldest hand, or age, and the other players chip 
to fill their hands, and after all the hands are full should the play¬ 
ers all pass, then the pool is forfeited to the eldest hand. 

16. Should all the players pass without chipping to fill their 
hands, the deal passes to the eldest hand, who must put up another 
ante for the deal. 

17. If a player pass or throw up his hand, and afterwards 
discover that he has a winning hand, or if he throw up his hand, 
and afterwards discover that his opponent has a foul hand, he 
cannot come in the game again during that hand, but must relin¬ 
quish all claim to the pool. 

[Case.—A, B, C and D are playing, D, deals, A is age ; B bets one chip ; C passes; D 
bets one chip; A passes ; D, not knowing that B has bet, throws up his hand, and 
commences to take in the pool; B then claims that he has bet, and is entitled to the 
pool, but, upon showing his hand has six cards; D then claims the pool because E's 


THE LAWS OF DRAW POKER. 


181 


hand is foul. Decision. —B wins the pool; D haying thrown up his hand has nothing 
to show, otherwise B would lose as a foul hand. See Law 33.] 

OF DISCARDING AND DRAWING. 

18. After tlie deal lias been completed, eacb player may discard 
from bis band as many cards as be chooses, and call upon tbe dealer 
to give bim a like number from those remaining in tbe pack; or be 
may throw up bis whole band and call for a fresh one. 

19. Previous to receiving fresh cards from tbe pack, eacb player 
must place in tbe centre of tbe table tbe discarded ones, which 
cannot again be taken in band under any circumstances. 

[Case. —A, B, C, and D are playing Draw Poker. D is dealer. They have all drawn, 
and D lays off one card, and then takes up his hand and finds he has a full; he does 
not take the card, hut bets for the pot with his contented hand. Has D the right to 
bet his hand as he did ; or is he, because he laid that card off, obliged to take it 1 
Decision. —The dealer must take the card he has laid off.] 

20. Before discarding and drawing from tbe pack, eacb player 
must cbip in tbe pot or pool for tbe privilege of drawing. 

21. Tbe eldest band must discard first, and so in regular rota¬ 
tion round to tbe dealer, wbo discards last, and all tbe players 
must discard before any party is helped. 

22. Any player, previous to raising bis band or making a bet, 
may demand of tbe dealer bow many cards be drew, and tbe lat¬ 
ter must reply correctly. By raising bis band or making a bet, 
tbe player forfeits tbe right to inquire, and removes tbe obligation 
to answer. 

23. Should tbe dealer give any player more cards than tbe latter 
has demanded, and tbe player discovers and announces tbe fact 
before be raises bis cards, tbe dealer must withdraw tbe superflu¬ 
ous cards and restore them to tbe pack. But if tbe player raise 
tbe cards before informing tbe dealer of tbe mistake, be must stand 
out of tbe game during that band. 

24. Should tbe dealer give any player fewer cards than tbe lat¬ 
ter has discarded, and tbe player discovers and announces tbe fact 
previous to lifting tbe cards, tbe dealer must give tbe player from 
tbe pack sufficient cards to make tbe whole number correspond 
with tbe number originally demanded. If the player raises tbe 
cards before making the demand for more, be must stand out of 
tbe game during that band. 

25. If a player discards, and draws fresh cards to bis band, and 
while serving bim tbe dealer exposes one or more of tbe cards, tbe 


182 


POKER. 


dealer must place tlie exposed cards upon the bottom of the pack, 
and give to the player a corresponding number from the top of 
the pack. (See Law 8.) 

[Case.—A, B, C, and D play at Draw Poker. A deals, and B chips, and asks for 
three cards. While helping him, A accidentally turns up one of the three cards. 
Has B the privilege of electing whether to accept or decline the card thus exposed ? 
Decision .—B has no choice in the matter, and cannot reeeive the card. If this rule 
prevailed, B might accept the card if it was of the suit or denomination he desired, or 
decline it, if of no value in filling his hand, and thus have two chances, which would 
he a manifest injustice to the other players.] 

OF BETTING, CALLING AND SHOWING. 

26. Previous to drawing from the pack, or after tbe hands are 
filled, any player in his proper turn may bet or raise the pool as 
much as he chooses, provided there is no limit to the game. Should 
the game, however, have a limit, no player can bet more than the 
sum agreed upon as the limit at the commencement of the game. 

27. Should any player in his regular turn brag or bet any sum 
within the limit of the game, his opponents must call him, go bet¬ 
ter, or pass out of the game. 

28. When a bet is made, chips for the amount must be deposited 
in the pool. 

29. Should a player call an opponent, both parties must show 
their hands, the caller last, and the best Poker hand wins. 

30. When a player brags, and his opponents decline to call him 
or go better, he wins the pool, and cannot be compelled to show 
the value of his hand. 

31. When a player is called, he must show all the cards in his 
hand to the board. 

32. Upon a show of hands, a player who miscalls his hand, does 
not lose the pool for that reason, for every hand shows for itself. 
(See Law 17.) 

33. Any player betting with more or less than five cards in his 
hand, loses the pool, unless his opponents all throw up their hands 
before discovering the foul hand. If only one player is betting 
against the foul hand, that player is entitled to the ante and all 
the money bet; but if there are more than one betting against 
him, then the best hand among his opponents is entitled to the 
pool. (See Law 17.) 

34. When a player makes a bet, and his opponent bets higher, 
if the player who makes the first bet has not funds sufficient to 


STRAIGHT POKER. 


183 


cover the bet made by his adversary, he can put up all the funds 
he may have and call a show of hands for that amount. 

[If the player calling for a show of hands has the best one, he wins the ante, and an 
amount from each player who bets over him, equal to the sum that he himself has 
bet. The next best hand is entitled to the balance of the bets, after settling with the 
caller,] 

OE THE BLIND. 

35. None but the eldest hand (Age) has the privilege of going a 
blind. The party next and to the left of the eldest hand may 
double the blind, and the next player straddle it, the next double 
the straddle, and so on until the same reaches the dealer. (See 
Terms used in Poker, page 175.) 

36. A player cannot go Mind after the cards are cut. Should the 
eldest hand go Mind, the other players must make the blind good 
before they draw to their hands, or else pass out of the game. 

37. A player cannot straddle a blind and raise it at the same 
time, nor can any player raise a blind before the cards are dealt. 

38. After the deal, any player after making the blind good, may 
raise it as much as he chooses within the limit of the game. 

39. Any player who declines to straddle a blind, debars those 
who come after him from doing so. 

STRAIGHT POKER. 

Straight Poker, or Bluff, as it is sometimes called, is played 
with a pack of fifty-two cards. The game is governed by the 
same rules as Draw Poker, and differs from the latter game in the 
following particulars only : 

I. The winner of the pool has the deal. 

II. Each player anties before the cards are cut for the deal. 

III. Any player may pass with the privilege of coming in again, 
provided no player preceding him has made a bet. 

IY. No player is permitted to discard, or draw any cards. 

Y. When all the players pass, the eldest hand deals, and each 
player deposits another ante in the pool, thus making what is 
termed a “ double-header.” When a, misdeal occurs the rule is the 
same. 

To avoid confusion, and prevent misunderstanding, instead 
of each player depositing an ante before the cards are cut, it is 
usual for one of the players (at the commencement of the game, 
the dealer,) to put up a sum equal to an ante from each, thus : if 


184 


POKER. 


four are playing and the ante is one chip, the dealer puts up four 
chips,-and passes the buck, i. e., a knife or key, to the next player at 
his left. When the next deal occurs, the player having the buck 
puts up four chips, and passes the buck to his next neighbor, who 
in turn does the same, and so it goes round as long as the game 
continues. Straight Poker is but seldom played, having been 
superseded by the Draw game. 

WHISKEY POKER. 

This is a neat variation of Draw Poker, and is a most amusing 
game. Each player contributes one chip to make a pool, and the 
same rules govern as at “ draw,” except that the strongest hand you 
can get is a straight flush. Five cards are dealt to each player, one 
at a time, and an extra hand is dealt on the table, which is called 
the “ widow.” The eldest hand then examines his cards, and, if in 
his judgment his hand is sufficiently strong, he passes. The next 
player then has the privilege of the widow, and for the purpose of 
illustration we will suppose he takes it; he then lays his discarded 
hand (that which he relinquishes for the widow) face up in the 
centre of the table, and the next player to the left selects from it 
that card which suits him best in making up his hand, and so on 
all around the board, each player discarding one card, and picking 
up another, until some one is satisfied, which he signifies by knock¬ 
ing upon the table. When this occurs, all the players around to 
the satisfied party have the privilege of one more draw, when the 
hands are shown, and the strongest wins. If any player knocks 
before the widow is taken, the widow is then turned face up, and 
each player from him who knocks has but one more draw. Should 
no one take the widow, but all pass to the dealer, he then turns 
the widow, and all parties have the right to draw until some one is 
satisfied. 

STUD POKER 

Is the name of a game which, in all essential particulars, is like 
the other Poker games, and is subject to the same laws, and mode 
of betting, passing, etc. It is played in this manner : 

Five cards are dealt, one at a time—the first dealt, as usual, face 
down, all the others face up, the higher pair, or best hand, win¬ 
ning, as at “draw.” To illustrate, suppose the dealer’s four.cards 


BOSTON. 


185 


as exposed, are a King, Four, Seven, and a five; and bis opponent’s 
a Queen, Ten, Six, and Nine—the dealer’s band in sight, is tbe bet-r 
ter band, but tbe call being made, and tbe unknown cards turned 
over, tbe non-dealer shows an Ace, and bis opponent an Eight; of 
course tbe dealer loses. 


BOSTON. 

American Boston is played by four persons with two packs of 
fifty-two cards each, which rank as at Whist; one pack is used for 
the deal, and tbe other is employed to determine the trump, as will 
be explained hereafter. Previous to commencing tbe game, the 
players agree upon the value of the checks or counters to be used 
in the game. For the purpose of more clearly explaining this mat¬ 
ter, we will suppose the checks to be red and white, the former re¬ 
presenting one dollar, and the latter ten cents each. The value of 
the checks may differ, but the red checks should always be in value 
equivalent to ten white checks. After the deal has been deter¬ 
mined by cutting, the dealer distributes the whole pack, beginning 
with the player at his left, and going regularly around in the same 
direction, giving every player four, then four again, and lastly five 
each, thus giving each player thirteen cards. The cards are only 
shuffled once, at the commencement of the game; after that they are 
simply cut once by the player at the right of the dealer, other¬ 
wise it would be next to impossible to keep the suits sufficiently to¬ 
gether to get a hand strong enough to bid upon. While one pack 
is thus being dealt around, the player opposite the dealer should cut 
the other pack, and turn up the top card for trump, and the suit 
thus turned up is called First Preference; the suit the same color as 
First Preference, whether red or black, is called Second Preference', 
and the other two are called common suits. The deal passes to the 
eft, and the packs are used alternately for that purpose. After thd 
cards have been dealt, it is the privilege of the eldest hand to say 
first what he will do ; whether he will bid or pass. Should he think 
lie can make five tricks or more, he will say, “ I play Boston if 
otherwise, he will say, “ I pass.” If the eldest hand bid Boston, 
he may do so in any suit; but if a player following him also bid 
Boston, it is understood that the second player must play Boston 
color,” that is, with cither of the suits the same color as trump. 



186 


BOSTON. 


Should a third or the dealer also bid Boston, he must play it in trump , 
i. e., first preference. Thus : we will suppose the eldest hand bids 
Boston, the next also bids Boston, it is then understood that the 
second bidder will play in color ; if a third bid Boston, it shows that 
he will play in trump ; but we will, for our purpose, suppose that 
the third player and the dealer pass, and do not bid Boston or over 
it ; then when it comes the turn of the eldest hand again, if he deter¬ 
mine to play in color , he will say, “ I keep,” and if the second play¬ 
er does not wish to relinquish his bid, he says, “ I keep over you 
which indicates that he will play Boston in trump , and the others 
must yield to him the privilege, unless they engage to win six or 
more tricks with any suit for trump, or play a Misere (to lose every 
trick). These declarations will all supersede that of Boston sim¬ 
ply, and by engaging to accomplish more, the elder hand may, as at 
Quadrille, supersede the younger. When a player makes a bid, 
and another player bids over him, the first has the privilege of in¬ 
creasing his bid to whatever he may think he can achieve. If a 
player bid six or more tricks, any player following him, and also 
bidding the same number, must play in color or in trump precisely 
the same as in the bid of Boston. Should the eldest hand pass, the 
second or third hand or the dealer may proceed as the eldest hand. 
Should all pass except one player, he, having bid Boston, may play 
it in any trump of his choice. If all pass, the cards must be thrown 
up, and dealt by the player to the left of the former dealer, and 
each player must deposit a red check in the pool which goes to the 
fortunate winner of the next bid. When a player passes his hand, 
he cannot come in the second time, but must relinquish his right to 
bid until the next deal. 

When a Misere is bid and played, there is no trump during that 
hand; and when the player bidding a Misere is forced to take a 
trick, his hand is “ played out,” and after settlement is made, a new 
deal commences. It is hardly necessary to say, that the players 
opposing the Misere all scheme to force the bidder to take a trick, 
and that the play is entirely reversed from what it would be if Bos¬ 
ton or an Independence were bid. Under the head of technical terms, 
page 185, the four varieties or modifications of Misere are explained. 
If a player is successful in achieving all or more than he under¬ 
takes, he wins, and must be paid according to Table I., on page 187; 
but if he fails to accomplish what he engages to do, he must pay in 
proportion to the tricks he falls short of completing his bid ; thus: 


TECHNICAL TERMS USED IN BOSTON. 


187 


if he bids Boston, and only takes four tricks, he is said to be “ put 
in” for one trick, and forfeits eleven white checks to each of the 
other three players ; if he is “ put in” for two tricks, he pays twenty- 
one white checks to each; this is all made very plain by Table IT., 
page 188. 

When any player makes a bid, the others all play against him, 
and endeavor to “ put him in” for as many tricks as possible. The 
game proceeds as at Whist, and the tricks are taken precisely as at 
that game. Each player must follow suit, if he can, but if he cannot, 
then it is optional to trump or throw away a card of another suit. 
Boston is a game which requires considerable skill to play well, but 
a good Whist player can soon master the points in the game with a 
little practice. We would recommend any novice who desires to 
become familiar with Boston, to study the treatise on Whist, al¬ 
ready given in another part of this work. 

TECHNICAL TERMS USED IN BOSTON 

Boston. —-To get five tricks. 

First Preference .—Trump the same suit as the card turned up on 
the pack. 

Second Preference. —Trump the same color, but not the same suit 
as the card turned up on the pack. 

Common Suit .—Trump of a different color from the card turned 
up on the pack. 

Independence .—When a player agrees to name a trump and 
take more than five tricks; thus, when a player bids six tricks, it is 
termed an Independence of six; when he bids seven tricks, it is 
called an Independence of seven; and so on up to an Independence 
of thirteen, which is also called Grand Slam. 

Petit Misere .—To lose the whole twelve tricks after having dis 
carded a card which is not to be shown. When any of the different 
Miseres are bid , there is no trump during that hand. 

Grand Misere .—To lose every trick without discarding a card. 

Petit Misere Ouverte .—To discard a single card, expose your 
hand, and lose the twelve tricks. 

Grand Misere Ouverte .—To lose every trick without discarding 
after having exposed your hand. 

Grand Slam .—To win every trick. 

Eldest Hand .—The first player to the left of the dealer. 


188 


BOSTON. 


In Color. —Same color as trump. 

I Keep. —An expression which signifies that a player will play 
in color. 

I Keep over you. —Signifies that the player using that expression 
will play it in trump. 

Revoke , or Renig. —Playing a different suit from the card led, 
though it is in the player’s power to follow suit. 

White Chech, or Counter. —An ivory or bone token representing 
a certain coin as may be agreed upon, usually a decimal part of 
a dollar. 

Red Check. —An ivory or bone token, equivalent to ten white 
checks. 


RANK AND ORDER OF THE BIDS. 

The following exhibits the different bids in the consecutive order 
which they rank or supersede each other: 

1. Boston. Common suit, trump 1 

2. Boston. Second Preference, “ > Five Tricks. 

3. Boston. First Preference, “ j 

4. Independence of six tricks, any suit trump. 

5. Independence of seven tricks, “ “ 

6. Petit Misere, “ “ 

7. Independence of eight tricks, “ “ 

8. Grand Misere, “ “ 

9. Independence of nine tricks, “ “ 

10. Independence of ten tricks, “ “ 

11. Petit Misere Ouverte. 

12. Independence of eleven tricks, “ “ 

13. Grand Misere Ouverte. 

14. Independence of twelve tricks, “ “ 

15. Grand Slam, thirteen tricks, “ “ 

It, will be seen by the above list of bids, that in bidding Boston, the 
first preference takes precedence of second preference, and that the 
latter outranks a common suit for trump. A bid of six {with any 
suit in the choice of the player for trump), will supersede Boston, 
and so on, the highest bid being Grand Slam. But if two or three 
bids are made, for six tricks or more, the bids in color supersede the 
bids in common suits. It will also be observed that Petit Misere 


TABLE OF SUCCESSFUL, BIDS. 


189 


takes precedence of seven tricks, Grand Misere outranks eight- 
tricks, Petit Misere Ouverte supersedes ten tricks, and Grand 
Misere Ouverte eleven tricks. It is seldom, however, that a player 
gets a hand that will warrant him in playing a Misere. 


Table I. —Showing the Number of White Checks, or their Equivalent, to be paid 
to any Player taking the Number, or more than the Number, of Tricks bid. 


Tricks bid, and to 
be taken by the 
Player. 

Tricks taken by the Player making the Bid. 





5. 

6. 

7. 

8. 

9. 

10. 

11. 

14 

12. 

13. 

. 5. 





12 

12 

13 

13 

14 

14 

15 

15 






...... 6. 






15 

16 

16 

*17 

18 

19 

20 

20 







_ 7. 







18 

20 

21 

22 

23 

24 

26 








.8. 








23 

24 

26 

28 

29 

31 









. 9. 









32 

34 

36 

39 

41 










.10. 










42 

45 

48 

68 

52 











...11. 











63 

72 












.12. 












106 

114 













_13. 













166 















The above table shows the number of white checks to be paid to 
any player making a successful bid. We will suppose that a play¬ 
er has bid Boston , and that he takes five tricks. In order to find 
the number of white checks each player must pay him, it is only ne¬ 
cessary to find the figure 5 in the column of figures at the left of 
the table, representing the number of tricks bid; then find the 
figure 5 in the row of figures at the top of the table, which repre¬ 
sents the tricks taken by the player, and under it we find 12, show¬ 
ing that each player must pay the winner 12 white checks. In the 
same way we find that, if he bids Boston, and takes seven tricks, 
the other players must pay him 13 white checks each ; or if he bids 
an Independence of eight tricks, and takes eight tricks, the othei 
flayers must pay him 23 white checks each. 







































190 


BOSTON. 


Table II.—Showing the Number of White Cheoks, or their Equivalent, to be pah? 
by any Player failing to take any, or all, of Tricks he bibs to take. 


Tricks bid by tbe 
Player. 



Tricks which the Player is '■'■Put in for." 


1. 

2. 

3. 

4. 

5. 

6. 

7. 

8. 

9. 

10. 

11. 

12. 

13. 

. 5. 

11 

21 

31 

41 

50 









. 6. 

15 

24 

35 

45 

55 

66 








. 7. 

19 

29 

40 

50 

60 

72 

82 







. 8. 

23 

34 

46 

56 

67 

78 

89 

110 






. 9. 

33 

44 

57 

68 

80 

92 

103 

115 

127 





. 10 ....... 

44 

56 

70 

82 

94 

107 

119 

132 

145 

157 




. 11 . 

67 

80 

95 

109 

123 

138 

151 

165 

180 

194 

208 



. 12 . 

113 

130 

148 

165 

182 

200 

217 

234 

252 

270 

286 

304 

.... 

. 18 . 

177 

198 

222 

241 

262 

284 

305 

326 

348 

369 

390 

412 

433 


The column of figures at the left of the above table shows the 
number of tricks bid by the unsuccessful player, and the top row 
shows the number of tricks he is u put in for.” To ascertain what 
the bidder must pay each of the other players, first find the number 
he has bid, and run your finger to the right, and under the number 
of tricks he is “ put in for,” you will find the number of white 
checks he is compelled to pay each of the other three players. For 
example : suppose a player bids Boston (5 tricks), and is put in for 
one trick, we first find the figure 5 in the column to the left; and 
under the figure 1, in the top row, we find 11, showing that he must 
pay each of the other players 11 white checks. In the same way we 
ascertain, that if a player bid eight tricks, and is “put in” for three 
tricks, he must pay each player 46 white checks. 

WHAT THE FOUR MISERES WIN OR LOSE. 

If a player wins Petit Misere, each of the other playeis pay 
him 20 white checks. 

If a player loses Petit Misere, he pays each of the othex play 
ers 20 white checks. 

If a player wins Grand Misere, each of the other players pay 
him 40 white checks. 










































LAWS OF THE GAME. 


191 


If a player loses Grand Misere, he pays each of the other play¬ 
ers 40 white checks. 

If a player wins Petit Misere Ouverte, each of the other play 
ers pay him 80 white checks. 

If a player loses Petit Misere Ouverte, he pays each of the 
other players 80 white checks. 

If a player wins Grand Misere Ouverte, each of the other 
players pay him 160 white checks. 

If a player loses Grand Misere Ouverte, he pays each of the 
other players 160 white checks. 

LAWS OF THE GAME OF BOSTON. 

1. The deal is determined by cutting, the player cutting the 
lowest card being entitled to the deal. All ties cut over, and at 
least three cards must be detached from the pack to constitute a valid 
cut. 

2. At the commencement of the game, the pack to be dealt may 
be shuffled by any of the players, the dealer being entitled to shuffle 
last, but in all subsequent deals, the pack shall merely be cut, it 
being the privilege of all the players to cut once before the cards 
are dealt. 

3. The deal is performed by the distribution of four cards at a 
time, for two rounds, and Jive cards on the last round, commencing 
with the player on the dealer’s left hand, thus giving each player 
thirteen cards. The cards are dealt in this way to keep the suits to¬ 
gether. 

4. The dealer is not at liberty to touch the cards on the table to 
ascertain how he has disposed of them, but he may count those un¬ 
dealt to see how many remain in his hand. 

5. Should the dealer make a misdeal, he does not lose his deal, 
but must deposit a red check in the pool, and deal anew. This law 
holds good in all cases except when the pack is faulty, or either of 
the other players have touched their cards during the deal. 

6. The trump is determined thus :—While the cards are being 
distributed by the dealer, the player immediately opposite to him 
cuts a second pack, and turns up the top card which is trump, and 
is called Jirst preference. 

7 . The deal passes to the left, and the pack used for the deal and 
the other pack must be alternately used for that purpose. 


192 


BOSTON. 


[It will be seen by this law, that the pack which has been employed to determine the 
trump, is distributed in the subsequent deal; and the pack previously used for the deal, 
is resorted to, to determine trump.] 

8. When a player passes Ms hand , he cannot afterwards, during 
that deal, come in and bid, but must relinquish that privilege until 
the next deal, unless he choose to play a Misere. 

9. When the eldest hand makes a bid of five or more tricks, and 
another player bids the same number of tricks, the eldest hand may 
bid over him, or abandon his bid, and in the latter case the younger 
hand must play his bid in color. 

10. When a player has made a bid, and all the other players pass , 
the party so bidding may name any suit he chooses for trump. 

11. Should it occur in any deal that all the players pass, the cards 
must be bunched, and a new deal ensues, and each player must de¬ 
posit a red check in the pool which goes to the winner of the next 
bid. 

12. Each player must follow suit if possible, and if a suit is led 
and any one of the players having a card of the same suit shall play 
one of another suit to it, and the trick has been turned and quitted, 
that constitutes a revoke ; but the error being discovered before the 
trick is quitted, or before the party having so played a wrong suit 
shall play again, the penalty only amounts to the card being treated 
as “ exposed,” and being liable to be called. 

Having discovered before the trick is turned that you have re¬ 
voked, you must take up your card, and play suit, and the card you 
have exposed may be called. 

13. When a revoke has been made by a player making a bid, if 
it be discovered before the hand is played out, he is put in for one 
trick certain, and as many more as he is short of accomplishing his 
bid, provided the hand is played to its conclusion. In addition to 
this, he must deposit four red checks in the pool, which goes to tho 
winner of the next pool. 

[It is not usual to play out the hand after a revoke has been detected. The custom is, 
to accept from the bidder payment for one trick upon his bid, and the additional deposit 
of four red checks.] 

14. When a revoke is made by any player opposed to the bidder, 
each of his colleagues shares the offence with him, and each must 
pay the biddei the amount of his bid whether the latter would have 
been successful or not; and, in addition, the player who actually 
made the revoke must deposit four red checks in the pool, which go 
to the winner of the next bid. 


REVERSIS, AS PLATED WITH TWO QUINOLAS. 


193 


15. Should either of the players opposing the bidder lead a card 
out of turn, upon the demand of the bidder the card must be taken 
up, and it may be called any time during the hand ; and the bidder 
may at his option call for a lead of any suit from the player whose 
proper lead it is. 

16. Should either of the players opposed to the bidder play a card 
out of turn, the bidder may call upon him to take his card up and 
play one of a lower rank, provided it does not cause a revoke. When 
a card is played out of turn, no player against the bidder may win 
that trick. 

17. Being called on to play your best or your worst card, conse 
quently a trump or not a trump, or to play any suit or the highest 
or lowest of any suit you may hold, should you fail to do so, you 
have made a revoke, and become liable to the penalty. 

18. A player having the bid, must declare the trump he plays in 
previous to leading. Should he neglect to do so, it is accepted that 
he plays in the suit led. 


REVERSIS, 

AS PLATED WITH TWO QUINOLAS. 

Reversis is played by four persons, with a box, containing* 
thirty-six fish, twenty-four counters, and six contracts ; likewise 
with two pools, viz., the great and the little Quinola pools (the 
great one to be under the little), they are always to be placed on 
the dealer’s right hand. 

For Reversis,the Tens must be taken out from a pack of cards; 
the deal is to the right, giving three cards to each player the first 
round, and four to the dealer, afterwards always four, so that each 

* Six fish make one counter, and eight counters one contract, or square. 


8C fish.36 

24 counters, each 6 fish - - - 144 

6 contracts, each 48 fish - 288 


468 




194 


BEYE3SIS. 


of the three players will have eleven cards, and the dealer twelve, 
with three cards remaining, which are to be placed singly in the 
middle of the table opposite to each player, who will put out a card 
from his hand, under the pools, and will replace it with the card 
that is on the table opposite to him; the dealer likewise puts out a 
card, but having none to take in, he will find himself with eleven 
cards, like the rest of the players : these four cards form the party : 
should, however, there be three remises or stakes in the pool (as it 
is convenient to prevent mistakes, to have some distinguishing 
mark for each pool, when there are three remises or stakes in them ; 
it is not unusual to have flags for that purpose, a red one to distin¬ 
guish the great Quinola, and a blue one the little Quinola) : then it 
is in the player’s option to take a card or not; if he does not, he 
has, on declaring his intention, permission to see the card, and to 
place it to the discard under the pools. 

Before a card is played, the opposite parties exchange a card 
with each other. 

The Ace takes the King, the King the Queen, and so on. 

The points in the tricks are forty, each Ace reckoning four, King 
three, Queen two, and Knave one. 

The most interesting parts in this game, are the Quinolas, the 
Party, the Reversis, and the Espagnolette. 

THE QUINOLAS. 

The great Quinola pool, is to consist of twenty-six fish; which 
number is to be renewed every time the pool is cleared, or has fewer 
in it than the twenty-six fish; this stake is attached to the Knave 
of Hearts or great Quinola, and is one of the most important cards 
in the game ; the great Quinola cannot be put to the discard, unless 
there are three stakes or a hundred fish in the pool. 

The little Quinola pool, consisting of thirteen fish, is attached to 
the Queen of Hearts, as little Quinola, which is to be renewed in the 
same manner, in proportion to the stake as the great Quinola, and 
the little Quinola cannot be put to the discard, unless there are 
three stakes, or fifty fish in the pool. 

Each time the Quinolas are placed, or played on a renounce, 
they are entitled to the stakes attached to them, except when there 
are three stakes in the pool, in which case the great Quinola is en¬ 
titled to receive only a hundred fish, and the little Quinola fifty; 


THE PARTY-THE REYERSIS. 


195 


and on the contrary, each time the Quinolas are forced, led out, or 
gorg6, the stakes are paid in the same proportion as they would 
have been received, except in the single instance of the person who 
played the Quinolas making the Reversis ; and then in order to de¬ 
rive any benefit from the stakes, the Quinola which is to be entitled 
to such benefit must be played before the two last tricks. 

THE PARTY. 

The points in the discard (to which add four for the parly), 
reckon as in the tricks, with the exception of the Ace of Diamonds, 
and the Knave of Hearts as great Quinola; the former reckoning 
five, and the latter four. 

He who has the fewest points wins the party. It will frequently 
happen, that two players will have the same number of points ; 
then he who has the fewest tricks has the preference ; if points and 
tricks are equal, then he who is best placed wins ; the best placed 
is he who dealt last; but he who has no trick has the preference of 
him who has no trick without points; in general, in cases of equal¬ 
ity, the best placed has the preference. 

When the Espagnolette is played, and won, he wins the party in 
preference to the best placed. 

When every trick is made by one person, there is no party ; and 
this is called (by way of excellence) making the Reversis. 

THE REYERSIS 

Every trick without exception must be made by one person to 
make the Reversis, 

The Reversis is undertaken when the first nine tricks are made 
by the same person; there is then an end of the party and of the 
Quinolas ; the great Quinola being only as the Knave of Hearts, 
and the little Quinola as the Queen of Hearts, except the person 
who wins the Reversis plays his Quinolas at any time before the last 
two tricks, he is then entitled to the stakes ; but on the contrary, 
should the Reversis be broken by one of the players winning either 
of the last ,two tricks, he then not only pays the Reversis broken, 
but the stakes to the pools, for the Quinolas he may have played 
before the Reversis was undertaken. 

9 


196 


BEYERS fS. 


All consolations paid for Aces or Quinolas, by the person under 
taking the Reversis, is to be returned on his winning it. 

THE ESPAGNOLETTE, OR THE FOUR ACES. 

The Espagnolette is either simply four Aces, three Aces and one 
Quinola, or two Aces and two Quinolas. 

The player having the Espagnolette has a right to renounce in 
every suit during the whole game, and if he can avoid winning any 
trick, and there is no Reversis, he of course wins the party in pre¬ 
ference to him who is better placed ; but if he is obliged to win a 
trick, he then pays the party to him who would otherwise have re¬ 
ceived it, and returns the consolations he may have received for 
Aces or Quinolas ; and if he has a Quinola, he will pay the stake to 
the pool, instead of receiving it, unless a reversis is made upon him. 

The player having the Espagnolette is at liberty to waive his 
privilege, and to play his game as a common one, but loses that 
privilege the moment he has renounced playing in suit. 

The Espagnolette receives consolation in any part of the game, if 
he forces the Quinola, and this can only happen in three instances . 

I. —By playing a Heart eldest hand, and the Quinola being single 
in some other hand. 

II. —If having through inattention, made a trick during the course 
of the game, he returns a Heart, and forces. 

III. —If by being obliged to enter at the tenth trick, or choosing 
to enter sooner, he should have a Heart to play, and by that means 
forces it. 

If any person wins the Reversis, the Espagnolette pays singly for 
all the company. 

If any person undertakes a Reversis, and another breaks it, the 
Espagnolette pays the whole to the person who broke it. 

The person holding the four Aces or Espagnolette, can likewise 
break the Reversis, and is payed as before mentioned, by the person 
whose Reversis he broke; be can likewise undertake the Reversis, 
but then his hand must be played as a common game, for he cannot 
renounce. 

If the Espagnolette has placed his Quinola, and there is a Reversis 
either made or broken, he is not to receive the stake ; according to 
the general rule, viz., when the Reversis takes place, the pools are 
neither received or paid, except by him who undertakes the Reversis. 


PAYMENTS. 


197 


If another player having the Ace or King of Hearts, the Espagno- 
lette has in any part of the game, either of his Quinolas forced, he 
pays the stake, and his consolation the same as the two other 
players, which is due to him that forces, except there is a Reversis. 

PAYMENTS. 

The dealer always puts two fish into the great Quinola pool, and 
one into the little, over and above his common stake of six and 
three, besides which every one puts into the former, for the first 
stake, six fish, and into the latter, three ; so that the great Quinola 
pool will consist of twenty-six fish, and the little Quinola pool of 
thirteen fish ; each time the stakes are drawn, or when there are 
fewer fish in the pool than the first original stake, the pool must be 
replenished as at first. 

The person who gives an Ace upon a renounce, receives a fish 
from the person who wins the trick; if the Ace of Diamonds, he 
will receive two. 

The person who forces an Ace, receives the same payments from 
each of the players, as well as the person forced. 

The great Quinola placed upon a renounce, receives six fish ; the 
little Quinola placed upon a renounce, receives three fish ; and if 
either of them is forced, the person who forces, receives the same 
payment from each player. 

These payments should be made immediately without being asked 

for. 

One or more Aces, or either of the Quinolas played or gorge, that 
is, led out, pay the same as if they had been forced, and are paid to 
the person who wins the party, but it is for him to recollect and de¬ 
mand them. 

When either Ace or Quinola are placed, played, or gorge the last 
card, it is called d la bonne , and pays double, and all payments 
whatever are double to the person who sits opposite. 

The payment for the Reversis made or broke is eighty fish ; each 
player paying twenty, and the opposite party forty, when the Rever¬ 
sis is made ; but when it is broken, the whole is paid to the person 
who breaks it, by the person whose Reversis is broken ; that is, he 
pays the persons breaking it exactly the same number of fish he 
would have received from the whole table, had he won it. 


198 


REYERSIS. 


LAWS OF THE GAME OF REYERSIS. 

I. —The eldest hand ought to take care that all the players have 
put their stakes into the pools ; if not, he will pay for those whom 
he has not called upon to pay their stake. 

II. —The person who misdeals, loses his deal. 

III. —If the player takes his card without having put out to the 
discard, the deal goes for nothing. 

IY.—The discard is not to be changed after it is once put out. 

V.—The eldest hand should be attentive not to play a card till 
the discard is complete ; should he have played one, he is permit¬ 
ted, if nobody has played to it, to take it up and play another. 

YI.—No person must play before his turn. 

YII.—He who flings down his game, thinking he has the rest of 
the tricks, is to pay for any Ace or Quinola that has or can be 
placed or given; but, in case of a Reversis, the person who might 
break it, can oblige him to take up his cards, and play them one 
after another, as the person who can break it shall direct. 

YIII.—When a player thinking he has won the party, or willing 
to favor the person who has won it, asks for the Aces or Quinolas 
led out, before the person who has won the party has demanded 
them, he is to pay for him who might have been called upon to pay 
them. 

IX. —If at the end of the game it is perceived there is an error 
in the discard, either by putting out too many cards or too few, the 
deal goes for nothing, and must be made again ; and if it is dis¬ 
covered that a Quinola has been put to the discard, without there 
being three remises in the pool of the Quinola so put out; the per¬ 
son from whose hand such Quinola was put out to the discard, pays 
the party, and the stake to the pool, the same as if his Quinola had 
been forced or gorge. 

X. —When the cards are cut, it is too late to ask for the payment 
of any Ace or Quinola which may have been played or gorge ; as 
likewise for the party or the stake in the pools. 

XI. —Before you play your cards, it is always permitted to ask 
how the cards have been played, but it is not permitted to observe 
it to others who may not make the inquiry. 

XII. —If any player, not having the Espagnolette, revokes, he 
shall pay a counter to each of the pools, and can neither receive 
the party or any payment. 


HINTS TOWARDS PLATING. 


199 


XIII.—The player is permitted to examine all his own tricks at 
any time, bnt not to look at the tricks of any other person, the last 
trick excepted. 

A FEW HINTS TOWARDS PLAYING THE GAME OF 
REVERSES. 

There seem to be four great objects in this game; the first, win¬ 
ning the party ; the second, placing the Quinolas ; the third, making 
the Espagnolette ; and the fourth, making the Reversis : there is 
likewise a lesser object, viz., that of placing the different Aces on a 
renounce. 

In playing your cards, you should endeavor to give your Quinolas, 
your Aces, and great cards on a renounce, when the person who 
sits opposite to you is likely to make the trick, as all the payments 
are double from him ; if you win the party, he may by that means 
lose it; and if you lose the party, most probably you will not have 
it to pay to him. 

In order to gain the party, you must avoid, if possible, winning a 
trick, for which purpose keep all the lowest cards in your hand, such 
as Two’s and Three’s. 

AN ELDER HAND LIKELY TO WIN THE PARTY. 

Suppose the elder hand to be dealt the Ace, Seven, Four, and 
Two of Spades; the King, Four, and Three of Clubs; Four, and 
Two of Hearts ; and Six and Five of Diamonds. 

The Ace of Spades should be put to the discard, because you 
hope from your hand to win the party; and by discarding a high 
card, you increase its value; suppose the card you take up from the 
table to be the Seven of Diamonds, you should then give the Seven 
of Diamonds to the person who sits opposite to you, in preference 
to the King of Clubs, with which you would have much less chance 
of winning a trick than with the Seven of Diamonds, because your 
lowest card in this suit is only a Five, while that in Clubs is a Three ; 
suppose you receive in exchange for the Seven of Diamonds the 
Queen of Spades, with this hand you will play your Four of Hearts 
to force the Quinolas : the person who wins the trick will most prob 
ably do the same, to which you must play your Two of Hearts ; if 
another Heart should be played, then part with your Six of Dia- 


200 


REYERSIS. 


monds, which is a worse card to keep than the King of Clubs or the 
Queen of Spades; because, having the latter with three small 
Spades, and the former with two small Clubs, you have very little 
chance of winning a trick in those suits, and with a Five or Six of 
any suit, when Hearts have been played three or four times, you 
have a very good chance to win a trick with one of them, as every 
player will, of course, fling away his highest' cards, unless he sus¬ 
pects that a Keversis is attempted to be played. 

"'AN ELDER HAND LIKELY TO LOSE THE PARTY. 

An elder hand composed of the King, Nine, and Eight of Hearts ; 
Queen, Seven, and Five of Diamonds ; Knave, Eight, and Seven of 
Spades; Ace and Nine of Clubs : with this hand it is most probable 
you will lose the party ; therefore you should put to the discard a 
card of no value; for which reason the Seven of Diamonds would be 
the best card ; suppose in the place of which you take up the Seven 
of Clubs, having three high Hearts, it would be highly dangerous to 
part with one of them, as you might receive a Quinola from the per¬ 
son who sits opposite to you, as well as take one in from the table. 
The Queen of Diamonds should be given to the person who sits op¬ 
posite to you, which will leave you with only the Five of Diamonds, 
and give you the best chance should the person who is opposite to 
you give you a Quinola to get the lead out of your hand. Suppose 
the person who is opposite to you gives you the Nine of Spades, 
with this hand you have nothing to do, but lead out your King of 
Hearts, and to follow with the Nine and Eight, if not taken, in 
hopes of forcing the Quinolas. If they are not forced by your 
three Hearts, and you have still the lead, you should play the 
Spades, till all those Spades lower than your own are out: then you 
will play your Nine of Clubs, and then your Five of Diamonds, 
which, if taken and played again, you should immediately place 
your Ace of Clubs upon the renounce. If the Diamond was not 
taken, then play your Seven of Clubs, and with winning that trick 
in all probability you will make the Reversis, as you will have the 
Ace of Clubs, and most probably the best Spade remaining. 


LANSQUENET. 


201 


LANSQUENET. 

This game may be played by almost any number of people, al¬ 
though only one pack of cards* is used at a time during each deal. 
The dealer, who has rather an advantage, begins by shu ffli ng the 
cards, and having them cut by any other person of the party; after 
which he deals out two cards on his left hand, turning them up ; then 
one for himself, and a fourth, which he places in the middle of the table 
for the company, called the rejouissance card. Upon this card any, 
or all of the company except the dealer, may put their money, either 
a limited or unlimited sum, as may be agreed on, which the dealer is 
obliged to answer, by staking a sum equal to the whole that is put 
upon it by different persons. He continues dealing and turning the 
cards upwards, one by one, till two of a sort appear; for instance, 
two Aces, two Deuces, &c., which, in order to separate, and that no 
person may mistake for single cards, he places on each side of his 
own card; and as often as two, three, or the fourth card, of a sort 
come up, he always places them in the same manner, on each side 
of his own. Any single card the company has a right to take and 
cut money upon, unless the dealer’s own card happens to be double, 
which often occurs by this card being the same as one of the two 
cards which he first of all dealt out on his left hand. Thus he con¬ 
tinues dealing till he brings either their cards or his own. As long 
as his own card remains undrawn he wins ; and whichever comes up 
first loses. If he draw or deal out the two cards on his left, which 
are called the hand-cards, before his own, he is entitled to deal 
again; the advantage of which is merely his being exempted from 
losing when he draws a similar card to his own immediately after he 
has turned up one for himself. 

This game is often played more simply without the rejouissance 
card, giving every person round the table a card to put money 
upon. Sometimes it is played by dealing only two cards, one for 
the dealer, and another for the company. 

* As the game is now played in France, four, and even more, packs of cards, are mixed 
together. 


202 


FARO AND FARO BANKS. 


FARO AND FARO BANKS. 


Faro is played exclusively by sporting men, and has long been 
the favorite game of American gamblers. It is said to be of Veni- 
tian origin, but it has undergone a variety of changes during the 
last fifty years, each change rendering it more simple, and reducing 
the per centage against the player, until his chance of winning is 
almost equal to the banker’s—hence the popularity, fascination, 
and danger of Faro. 

With a view of arresting the progress of this game, almost every 
State has recently revised and amended its laws against gaming, 
enacting severe penalties against Faro dealers and bankers, but still 
“ the game goes on,” while in every community Faro banks and 
Faro players are constantly increasing. 


HOW THE GAME IS PLAYED. 

Faro is played with a full deck of fifty-two cards. The dealer 
sits at a table prepared for the purpose, with an assistant or 
“ looker-out” at his right hand. Upon the centre of the table is a 
suit of cards arranged in the following order, upon which the 
players place their money or stakes, and which is called 

• THE LAY-OUT. 

Explanation of the Lay-Out. —The King, Queen, and Jack 
are called “the Big Figure”—the ace, deuce, and trois, “the Little 
Figure”—and the six, seven, and eight, “the Pot.” 

The circles (§> represent the money or checks of the players, 
who have thus made their bets. The check between the King and 
Queen is bet upon both those cards; that upon the corner of the 
ten takes in the ten and eight, barring the nine; the check in the 
Pot, is bet upon the six, seven, and eight; that between the ten and 
four takes in those two cards, while that behind the four includes 
the three, four, and five; the check “flat-foot” upon the ace, is bet 


DEALING THE CARDS. 


203 


upon that card only; the money in the “ Jack square” includes the 
Jack, Queen, deuce, and trois ; the check upon the corner of the 
five, according to the rule in the Northern States, is bet upon the 



(§ 




4 4 
4.4 
4*4 


4 4 


V 

V 

4 4 


4 


4 

4 


4 

4 

4 



4 4 
4 4 


V 

4 4 
4 4 


five and eight, but in the South, it would bar the eight, and include 
the five, nine, and six. 

The stakes usually consist of counters or checks, made of ivory, 
representing different sums ; they are purchased of the banker and 
are redeemed by him at the option of the holder. The banker 
usually limits the sums to bet according to the amount of his 
capital. 

The game may be played by any number of persons, and each 
player may select any card or number of cards upon the “lay-out,” 
and may change his bet from one card to another whenever ho 
pleases. 


DEALING THE CAEDS. 

The players having placed their stakes upon th© “lay-out,” and 
all other preliminaries being settled, the dealer shuffles the cards, 
cuts them, and places them face up, in a small metal box, usually 
silver, which is a little larger than the pack to be admitted. This 
box is open at the top, so that the top card may always be in view. 
It also has a small opening at the side, sufficiently large to permit 






















204 


FARO AND FARO BANKS. 


a single card to pass through it conveniently. As the cards are 
pushed out or dealt from the top through this opening, the re¬ 
mainder of the deck is forced upwards by springs placed in the bot¬ 
tom of the box, and thus the cards are kept in their proper place 
until the pack is exhausted. 

We will suppose, by way of illustration, that the ace is the top 
card, as it appears in the box; this card is shoved through the 
opening, when a ten appears—this is the banker’s card, and he 
wins all the money which may have been placed upon it; the ten 
like the ace is removed, disclosing a King, which is the player’s 
card, the bank losing all the stakes found upon it. The drawing 
of these two cards is called “a turn,” which being made, the dealer 
takes and pays all the money won and lost, and then proceeds as 
before, drawing out two more cards—the first for the bank and the 
second for the player, and thus he continues until the whole pack 
is dealt out. 

Whenever two cards of the same denomination, as, for example, 
two sevens or two fours, appear in the same turn, the dealer takes 
half the money found upon such card—this is called a “ split,” and 
is said to be the bank’s greatest per centage, to avoid which, old 
Faro players wait until there is but one seven or four, or card of 
any other denomination left in the box, and then place their heavy 
bets upon that, thus avoiding the possibility of a “ split.” 

If a player wishes to play upon the banker’s card, or to bet that 
any certain card will lose , he indicates it by placing a copper upon 
the top of his stake, and if this card wins for the bank, the player 
also wins. 

When there is but one turn left in the box, the player has the 
privilege of “ calling the last turn,” that is, of guessing the order in 
which the cards will appear, and if he calls it correctly, he receives 
four times the amount of his stake. 

KEEPING THE GAME. 

As it is important for both dealer and player that the cards re¬ 
maining in the box should be known, the game is accurately kept, 
so as to exhibit at a glance every phase of the deal. For this pur¬ 
pose, printed cards are given to the players, upon which they keep 
the game in the following manner: 


KEEPING THE GAME. 


205 


No. 1.—This table, marked as 
the cards are dealt, exhibits what 
each card has done; the 0 means 
that the card lost—the 1, that it 
won; thus, the ace lost, won, lost, 
and won; the four lost twice and 
won twice; the seven won four 
times, the Queen lost four times, 
and the Jack split, lost, and won— 
the + indicating a split; the six was 
the top, or “ soda” card, as shown 
by the * ; the nine won, lost, and 
won, the fourth nine remaining in 
the box, being the last, or “ hock” 
card, which is indicated by the J. 

No. 2.—This table illustrates a deal partly made. One ace has 
been dealt, and three remain in the box; two deuces have lost, and 
two remain in the box; four was the top card, and all the sevens 
remain in the box, etc. 

At this stage of the game cautious players would avoid betting 
upon the seven, ten, or Jack, preferring the trois, six, or nine, be¬ 
cause upon these latter cards they cannot be split, as there is but one 
of each in the box, while the seven, ten, and Jack, are all in the 
box, and are therefore liable to split, or to appear before the others. 

KEEPING THE GAME BY A CUE-BOX. 

Another mode of keeping the game, common in the Northern 
States, is by a “ cue-box,” by which the different stages of the 
game are correctly noted by one of the players, or by a regular “ cue- 
keeper,” who is usually attached to the bank. 

The cue-box is a miniature “lay-out,” with four buttons attached 
to each card, as represented on the next page. Those familiar with 
Billiards, will recognize this as the same method of keeping that 
game. 

At the beginning of each deal, the buttons, which are placed 
upon wire, extending from each card, as represented, are all shoved 
close up to the card, as illustrated by the ten and four; as soon as 
a turn is made, the buttons are pushed to the opposite end of the 
wire, as shown by the five, six, seven, Jack, etc., so that by a glance 


No. 1. 

A—0 10 1 
2—0 0 0 0 

3— 1 0 0 1 

4— 00 1 1 

5— 0 0 1 0 
* 6—1 0 1 

7— 1 111 

8 — 1 10 0 
9—1 0 1 f 

10—1 1 1 0 
J—+ 0 1 
Q—0 0 0 0 
K—1 1 0 0 


No. 2. 

A—1 
2—0 0 
3-00 0 
*4— 

5— 0 1 

6 — 0 1 1 

7 — 

8 — 1 1 
9—0 1 1 

10 — 

J— 

Q—1 
K—0 



206 


FARO AND FARO BANKS. 


of the eye, the player can see how many of each card remain in 
the dealer’s box. As represented below, three Kings, two Queens, 
*me Jack, three nines, three sevens, three fives, one deuce, and 



THE CUE-BOX. 


two aces, remain to be dealt, while none of the tens, eights, fours, or 
trois have yet appeared; all the sixes are out, and the six, there¬ 
fore, is said to be “dead,” because no more remain to be dealt. 


TECHNICAL TERMS USED IN FAJRO. 

Banker or Backer. —The person who furnishes the money for the 
game. 

Dealer. —He who deals the cards, and takes and pays the bets. 

Cue or Case-Keeper. —The person who marks game on the cue-box. 

Looker-Out. —The dealer’s assistant. 

Checks. —Ivory tokens representing money, with which the game 
is played; they vary in color, size, and value. 

The Hock or Hockelty Card is the last card remaining in the box, 
after the deal has been made. When one turn remains to be made, 
there are three cards in the box, they may be, for example, the five, 
six, and seven; we will suppose the last turn to be five, six, leaving 


































TECHNICAL TERMS. 


207 


the seven in the box, which would be called the hock card, because, 
as the game was originally played, the dealer took “hock,” that is, 
all the money which happened to be placed upon that card; the 
bank, therefore, had a certainty of winning that money, without the 
possibility of losing it—hence the term hock , which means certainty. 

A Deal. —The dealer is said to have made a deal, when he has 
dealt out the whole deck. 

A Turn. —The two cards drawn from the dealer’s box—one for 
the bank and the other for the player, which thus determines the 
events of the game, constitute a turn. 

Coppering a Bet. —If a player wishes to bet that a card will lose, 
(that is, win for the bank), he indicates his wish, by placing a cent, 
or whatever may be provided for that purpose, upon the top of his 
stake. It is called “coppering,” because coppers were first used 
to distinguish such bets. 

To Bar a Bet. —A player having a bet upon a card, and wishing 
to bar it for a turn, must say to the dealer, “ I bar this bet for the 
turn,” pointing to it, in which case, it can neither lose nor win. 

Last Call. —When three cards only remain in the box, any 
player has the privilege of calling the order in which they will be 
dealt—this is termed the last call. The checks are placed so as to 
express the call, and if correctly made, the bank pays four for one, 
and if a “ cat,” two for one. 

A Cat or Cat Harpen.— When the last turn consists of two cards 
of the same denomination, and one other card, as two tens and a 
King, it is called a cat. 

Paroli or Parlee. —Suppose a player to bet $5 upon the ace—it 
wins and the dealer pays it; if the player then allows the $10 to 
remain upon the ace, he is said to play his paroli , which means, the 
original stake and all its winnings. 

Pressing a Bet , is to add to the original stake. 

Betting Even Stakes , is when the player constantly bets the same 
amount. 

Stringing a Bet , is taking in one or more cards remote from the 
one upon which the bet is placed. 

Playing a Bet Open , is to bet a card will win, not to lose. 

Repeating and Reversing. —A card is said to repeat, when it 
plays as it did upon the previous deal, and to reverse when it plays 
directly opposite; that is, if it won four times, it is said to reverse 
if it loses four times. 


208 


FARO AND FARO BANKS. 


Snap. —A temporary bank, not a regular or established game. 

Sleepers. —A bet is said to be a sleeper, when the owner has for¬ 
gotten it, when it becomes public property, any one having a right, 
to take it. 

A Bet or Case Card. —When three cards of one denomination 
have been dealt, the one remaining in the box, is called the bet , case, 
or single card. 

The Soda Card is the top card of the deck when put into the 
dealing-box, preparatory to a deal. 

Snaking a Game. —A game is said to be snaked, when the 
dealer’s cards have been stolen, and privately returned marked, or 
prepared in such a manner, as that, when they are dealt, the snaker 
knows what cards will win or lose. Faro banks are often broken in 
this way. 

Throwing off a Game. —When a dealer, by a preconcerted plan, 
allows a player to win, he is said to throw off the game. 

Catching a Turn. —Sometimes the dealer is so careless in shuffling 
his cards, that a shrewd player will know what cards have not been 
separated, or will have some other advantage by which he will beat 
the turn; this is called “ catching a turn.” 

LAWS OF THE GAME. 

The rules of Faro are few and arbitrary, and are based upon 
principles of justice and equity. All questions or points of contro¬ 
versy, which may arise during a deal, may at once be settled by 
referring to the general rules or principles of the game. 

All bets are to be taken or paid, as they lie upon the card, except 
there is an express understanding to the contrary. The intentions 
of a player are not to be considered by the dealer, his bet being sup¬ 
posed to represent his intention. 

If the player wishes to bar a bet on a card, he must make the 
dealer understand that he bars it, when it will remain barred until 
he says “it goes.” 

If a player should put a bet upon a card and say to the dealer, 
“ One-half of this bet goes,” it would be so understood until the end 
of the deal, unless the order was revoked. 

Should a player or the dealer, by design or accident, remove or 
alter a bet belonging to another, he is responsible for its loss. 

When two players bet the same stake, “ single,” upon different 


CHANCES OF THE GAME. 


209 


cards, one coppered and the other to win, and they both win upon 
the same turn, the copper bet, being the first to win, must be paid. 

The dealer must pay all bets for which he turns, provided they 
are made in checks, but only the limit of the game if in bank-bills. 

The dealer should take and pay correctly, and not make mistakes 
by design or through carelessness ; nor should he alter the position 
of the cards dealt, but allow them to remain upon their respective 
piles undisturbed. 

When the players have broken a bank, the dealer must take and 
pay the largest bets first. Suppose the bank to have but one dollar 
left—a turn is made by which the dealer wins one dollar and loses 
two, he must take the dollar he wins and pay the dollar lost; the 
rule is, to take and pay the amount of the bank in sight. 

The dealer has the right to close his game, or to quit dealing, 
whenever he sees proper to do so. 

Players have the right to count, or otherwise examine the cards 
of the dealer, if they suspect foul play, or if they wish to guard 
against it. In all cases the dealer has the right to the last shuffle 
and cut; and where he permits a player to shuffle or cut, it is an 
extension of courtesy to the player, and not his right. 

THE CHANCES OF THE GAME. 

The per centage in favor of the bank is generally estimated to be 
about three per cent., but the average is evidently more than that. 
Some players reduce the per centage against them to almost nothing, 
while others, less experienced, give the bank enormous advantages. 
With all players the per centage varies with each turn of the cards, 
so that no proper estimate of the bank’s advantage can be made. 
One thing, however, is certain ,—all regular Faro-players are re¬ 
duced to poverty, while dealers and bankers, who do not play against 
the game, amass large fortunes; and, again, the higher order of 
Faro-rooms are gorgeously furnished—luxurious suppers and costly 
wines are gratuitously offered to players, and the proprietors are 
everywhere distinguished for their reckless extravagance —all this 
is sustained by the per centage of their game. 

Almost every Faro-player has some peculiar system, which he 
strives to believe will beat the bank, and which sometimes does 
realize his hopes; but, in the end, all systems fail. The truth is, 
the game is based upon certain mathematical principles, giving it a 
per centage which no system or method of playing can overcome. 


210 


FARO AND FARO BANKS. 


The table on the opposite page exhibits the advantages or per 
centage of the bank, at every stage of the game. It was prepared 
for the old game of Faro, when the dealer took hockelty, which 
greatly increased the bank’s advantage; with that exception, it 
presents a correct view. 

USB OF THE TABLE. 

Example I.—To find the per centage of the banker when there 
are 30 cards remaining in the deck, and the player’s card twice 
in it: 

In the first column seek for the number answering to 30, the 
number of cards remaining in the deck: over against it, and under 
2, at the head of the table, you will find 54, which shows that the 
banker’s per centage is the fifty-fourth part of the stake. 

Example II.—To find the per centage of the banker when but 
10 cards are remaining in the deck, and the player’s card thrice 
in it: 

Against 10, the number of cards, in the first column, and under 
number 3, you will find 12, which denotes that the banker’s per 
centage is the twelfth part of the stake. 

Example III.—To find the banker’s profit when the player’s 
card remains twice in 22 : 

In the first column find 22, the number of cards, over against it 
under figure 2, at the head of the table, you will find 38, which 
shows that the per centage is one-38th part of the stake. 

Example IV.—To find the banker’s per centage when 8 cards 
remain, and the player’s card thrice among them: 

In the first column seek for 8, on a line with which, under 3, 
stands the figure of 9, denoting the per centage to be one-ninth. 

When 20 cards remain in the box, and the player’s card but once 
in it, the banker’s gain is 5 per cent. 

When the player’s card is twice in 20, the banker’s gain is about 
the 34th part of the stake. 

When the player’s card is thrice in 20, the banker’s gain is about 
4 per cent. 

When the player’s card is four times in 20, the banker’s gain is 
nearly the 18th part of the stake. 

When only eight cards remain, it is 5 to 3 in favor of the bank; 
when but six are left, it is 2 to 1; and when no more than four, it is 
3 to l. 


21] 


TABLE OF BANKER’S ADVANTAGES. 


A. Table for Faro, exhibiting the several Advantages of thb 
Banker, at each stage of the Game during a Deal. 


Number of Cards 
in the Deck. 

The Number of Times the Player’s Card is contained in the Deck. 

1. 

2. 

3. 

4 

.52. 

** 

** 

** 

50 

.50. 


94 

65 

48 

.48. 

48 

90 

62 

46 

.46. 

46 

86 

60 

44 

.44. 

44 

82 

57 

42 

.42....... 

42 

78 

54 

40 

.40. 

40 

74 

58 

38 

.38. 

38 

70 

49 

36 

.36. 

36 

66 

46 

34 

.34. 

34 

62 

44 

32 

_32. 

32 

58 

41 

30 

.30. 

30 

54 

38 

28 

.28. 

28 

50 

36 

26 

.26. 

26 

46 

33 

24 

.24. 

24 

42 

30 

22 

.22. 

22 

38 

28 

20 

.20. 

20 

34 

25 

18 

.18. 

18 

30 

22 

16 

.16. 

16 

26 

20 

14 

.14....... 

14 

22 

17 

12 

.12. 

12 

18 

14 

10 

. 10....... 

10 

14 

12 

8 

. 8. 

8 

11 

9 

6 













































































212 


VINGT-UN. 


CALLING THE LAST TURN. 

The bank’s greatest per centage is when players call the last 
turn, as here illustrated: 

Suppose the cards remaining in the box to be the 4, 5, and 6; the 
turn may come 4, 5—4, 6—5, 4—5, 6—6, 4—or 6, 5 ; therefore, it 
may come six different ways, but he who calls it correctly receives 
only four for one, or four times the amount of his stake. 

When the last turn happens to be a “ cat,” it may come three dif¬ 
ferent ways, but the bank pays only two for one. 

Splits are a strong and certain per centage in favor of the bank, 
therefore, all careful players prefer single cards, so as to avoid the 
possibility of being split. The chances of splits vary according to 
the number of similar cards remaining among those undealt. 

TABLE EXHIBITING THE ODDS AGAINST WINNING ANY NUMBER OF 

EVENTS SUCCESSIVELY: APPLICABLE TO FARO, OR ANY OTHER 

GAME OF CHANCE. 

That the player wins or loses the first time is an even bet. 

That he does not win twice together, is 3 to 1; three successive 
times, 7 to 1 ; four successive times, 15 to 1; five successive times, 
31 to 1 ; six successive times, 63 to 1; seven successive times, 127 
to 1; eight successive times, 255 to 1; nine successive times, 511 
to 1; ten successive times, 1,023 to 1; and so on, to any number, 
doubling every time the last odds, and adding one for the stake. 


VINGT-UN. 

For a little gentle gambling—say for trifling stakes of a dime or 
ten thousand dollars—there is no more easily acquired game than 
Vingt-un ; certainly few more amusing. 

Vingt-un (twenty-one) may be played by two or more players; - 
about six or eight is the best number. The cards bear the same 
respective values as in Cribbage. The tens and court cards are 
each reckoned for ten ; but the ace in each suit may ~be valued as 
one or eleven , at the option of the holder, according to the exigen¬ 
cies of his hand. 




VINGT-UN. 


213 


Having shuffled the pack, the deal must he determined by giving 
each player a single card, and the one receiving the lowest deals. 
The players then make their bets, and the cards having been 
shuffled and cut, the dealer holds the pack face downwards, 
and taking the top card (i. e., “burnt card”) he places it on 
the bottom of the pack back outwards, and then immediately 
proceeds to give a single card to each player, and one to himself, 
all face downwards. Having done this, he distributes a second 
card in like manner, beginning with the elder hand, or left-hand 
neighbor. The players then examine their hands, and the dealer 
looks at his two cards, and if either of them should have a “natu¬ 
ral” that is, an Ace and a tenth card, he immediately exposes his 
hand, and receives from the dealer double the amount of his stake. 
If the dealer should have a “ natural,” he immediately shows it, and 
receives double from each player, according to their individual 
stakes. The cards are then all thrown up and another deal made, 
as before; but, should the dealer not have a “natural,” he proceeds 
with the game by asking each one in succession if he wishes to 
have another card, or stand on the two he has. The usual phrase 
is, “ Are you content ?” If the elder hand is content with his hand, 
he says, “Content,” and places his cards on the table, face down¬ 
wards, to await the result of the dealer’s own cards. If he wants 
one or more cards he says so, and the dealer gives him from the top 
of the pack as many as he requires, dealing them face up, as they 
must remain. If the court cards, Tens, &c., exceed twenty-one in 
number when added together, the player is said to have “ over¬ 
drawn,” in which case he must throw his cards into the centre of 
the table, and deliver his stake to the dealer. But if the pips and 
Tens on all his cards make, when added up, twenty-one, or less, and 
he is “content,” he places his money upon his cards, and awaits 
the events of the round. And so with each player till all are 
served. The dealer then lays his own cards, face upwards, on the 
table. He, too, has the privilege of taking other cards from the 
pack, should the number be not near enough to twenty-one to allow 
him to stand. When he is satisfied with his hand he says, “ I 
stand,” and all the players face their cards on the table. Should 
the dealer overdraw, he must pay each and all of the players the 
amount of their bets, excepting those who have overdrawn them¬ 
selves. To all those whose hands are twenty-one, or nearer to 
twenty-one than his own, he pays a stake equal to that placed upon 


214 


VINGT-Utf. 


the cards; while he receives the stakes from all whose hands are less 
than his own. Ties with the dealer stand off. 

In this way the deal goes on till one of the players turns up a 
“natural,” when he becomes dealer, and proceeds as before. 

The dealer and each of the players has the privilege of making 
two hands, if the first two cards given him be of like character, as 
two Hines, Kings, Aces, &c. In this case each party pays and 
receives on both hands. (But in the case of a “ natural” occurring 
in a double hand, the holder receives only a single stake on each, 
because to obtain a “natural” the first two cards only may be 
counted.) See Decisions on Disputed Points , p. 516. 

Usually the whole pack is dealt out before the cards are shuffled, 
the cards belonging to each round remaining on the table till the 
whole pack is exhausted. Sometimes, when the party is large, two 
or more packs are mixed together and played in the same manner as 
a single pack. 

The foregoing is description of the game of Yingt-un as it is 
regularly played in this country. The following variations are some¬ 
times introduced, but have no binding force, unless agreed upon by 
the players before commencing the game. 

The English game is played as follows: Any player may look at 
the first card dealt to him previous to making a bet. The dealer has 
also the privilege of seeing his first card, and may insist on all the 
players doubling their stakes. This he commonly does if he has an 
Ace or a tenth card in the first round, or when the stakes are too 
low to please him. Ties pay to the dealer; but directly the player 
receives his second card he should look at it, and if he has obtained 
a “natural,” he should declare it immediately. Thus he would get 
his Yingt-un before the dealer had received his second card, and 
would therefore be entitled to be instantly paid double stakes, 
even though the dealer himself were fortunate enough to get a 
“ natural.” 

Another variation is played thus : The dealer has the privilege of 
looking for the Irulet at the commencement of each deal. The brulet 
consists of the top and bottom cards of the pack after it has been 
shuffled and cut. If a “ natural ” occurs in the Irulet , the dealer 
receives double stakes from all the players except the ties, from 
which he takes singles. Of course he must not declare his “ natural ” 
till all the players have staked. But if he take the brulet he is not 
compelled to stand upon it; but after he has dealt all the players as 


TERMS USED IN THE GAME. 


215 


many cards as they demand, he may add to his own pair as many as 
he thinks fit. 

In other companies the “ natural ” receives double stakes from all 
the players, and treble from the dealer—a plan that is apt to make 
the game a little too exciting, especially when counters represent 
cash. 

The following is another way in which it is sometimes played: 
Each player whose cards are under twenty-one pays one stake into 
the pool; those who overdraw pay two, and those who make just 
twenty-one, in three or more cards, pay nothing. The pool accu¬ 
mulates thus till some one has a “natural” Yingt-un, which entitles 
him to the whole. 

Another mode, which is quite modern, and often played by sport¬ 
ing men, is, for the dealer to expose his own hand, by dealing his 
cards face up. This gives the player the advantage of knowing 
the strength of the dealer’s hand, so that he can stand or draw 
accordingly. 


TERMS USED IN THE GAME. 

Burnt Card —After the dealer has shuffled and cut the pack, he 
must, before dealing, take the top card and place it on the bottom of 
the pack, back outwards. This card is called the burnt card. 

Tenth Cards —The court cards and Tens of each suit all count for 
ten, as in Cribbage, and are called tenth cards. 

Natural —If the first two cards dealt to any player be an Ace and 
any “tenth card,” these, being exactly twenty-one, make a Natural 
Yingt-un. 

Acquired Vingt-un —When the first two cards dealt to a player be 
less than twenty-one, and, on calling for one or more cards, he 
obtain such as make his hand exactly twenty-one, this is called an 
Acquired Yingt-un. 

Splits —If the two cards dealt to a player should be pairs, he may, 
if he wish, lay them separately on the table, and use them as the first 
cards of two hands, and bet on each, but it must be borne in mind 
that he cannot have a “ natural ” on either hand, as he has already 
received two cards from the dealer. 


216 


VINGT-UN. 


Bursts —When a player, in drawing cards, has the misfortune to 
count more than twenty-one in his hand, it is said to be burst. 

Content —A term used when a player has received as many cards 
as he wishes, after having called for more cards from the dealer. 
Pips —The number of spots on the face of a card. 


RULES OF VINGT-UN. 

1. The first deal must be determined by giving a single card to 
each player—the lowest deals, and Ace is lowest. 

2. As in all games, when money is involved, the dealer has the 

right to the last shuffle and cut, which being done, he takes the top 

card and places it on the bottom of the pack, back outwards. This 
is called the “ burnt card.' 1 ' 1 

3. The two original cards dealt must remain face down, but those 
drawn must remain face up, and when the player is “ content ” he 
must place his stake upon his cards. 

4. All bets must be made before the first card is dealt. 

5. In case of a misdeal, the stakes must be withdrawn and the 

cards dealt over again. 

6. The holder of a “ natural,” after the first deal, is entitled to 
the deal. 

7. The dealer is at any time allowed to sell, and any player to 
purchase, the deal. The dealer may also pass the deal to any one 
desirous of having it. 

8. The “natural ” must consist only of an Ace and a tenth card,' 
dealt in the first two rounds. In the case of double or treble hands, 
an Ace and a tenth card form “acquired” and not “natural” 
Vingt-uns, and receive or pay only single stakes. 

9. The player who overdraws must immediately declare the fact, 
and pay his stake to the dealer. 

10. Ties stand off. 

11. No stake can be withdrawn, added to, or lessened, after it has 
been once laid on the card ; but it must be allowed to remain till 
the dealer declares he stands. 

12. No stake higher than that agreed to at the commencement of 
the game is allowed. 

13. The occurrence of a “ natural ” during the first deal does not 
cause its forfeiture, the dealer being allowed to exhaust the pack. 


cassino. 


217 


CHANGES OF THE GAME. 

The odds at Vingt-un of course depend upon the average number 
of pips and Tens on two cards under twenty-one. Par exemple: 

If the two cards in hand make fourteen, it is seven to six that 
the one next drawn does not make the number of points above 
twenty-one; hut, if the points he fifteen, it is seven to six against 
that hand. Yet it would not, therefore, always he prudent to stand 
at fifteen; for, as the Ace may be calculated both ways, it is rather 
above an even bet that the dealer’s first two cards amount to more 
than fourteen. A “natural” Vingt-un may be expected once in 
eight deals, when two, and twice in eight, when four people play, 
and so on, according to the number of players. 

The principal percentage in favor of the dealer arises from the fact 
that all “bursts ” have to pay him irrespective of his own hand. 


CASSINO. 


Cassino is a card game of Italian origin, and is fast becoming a 
favorite in this country. The rules laid down by Hoyle, and adopted 
by all his continuators, are, in many particulars, vague and imperfect, 
and contingencies frequently occur during the progress of play which 
are entirely unprovided for by that writer. In view of the growing 
importance of the game, and in the absence of a satisfactory code to 
govern it, we have undertaken to present a set of laws, which have 
been submitted to, and received the approval of the best players in 
this city, and adopted by them as authority. 

The rules here presented embody several of those given by Hoyle, 
with such additional laws as are necessary to provide for points 
which might arise during the game, and occasion dispute in the 
absence of reliable authority to decide them. The latter rules, 
though heretofore unwritten, have long been sanctioned by usage. 



218 


CASSINO. 


TEEMS USED IN THE GAME. 

Great Cassino , the Ten of Diamonds, reckons for two points.' 

Little Cassino , the Two of Spades, for one point. 

The Cards —when you have a greater number than your adversary, 
hree points. 

The Spades —when yon have the majority of the suit, one point. 

The Aces —each of which reckons for one point. 

The Sweep —matching all the cards on the hoard. 

Building up. —Suppose the dealer’s four cards in hand to be a 
Seven, Ten, and two Aces—his adversary plays a Six—the dealer puts 
an Ace upon it and says “ Seven,” with a view of taking them with 
his Seven—the non-dealer throws a Deuce upon them and says 
“ Nine,” hoping to take them with a Mine then in his hand—the 
dealer again puts upon the heap his other Ace, and cries “Ten,” 
when, if his adversary has no Ten, he plays some other card, and the 
dealer takes them all with his Ten. It will be observed that a 
player, in announcing the denomination of a build, always employs 
the singular number. Thus: “Mine” or “Ten”—not “Hines” or 
“ Tens.” This is c&Me&building up. 

Call —Suppose a player to have in his hand two or more cards of 
the same denomination, and one or more cards of the same denomi¬ 
nation remain upon the board, he may play one of them on the table, 
at the same time calling the denomination, and his opponent is 
thereby debarred from taking it with a card of any other denomi¬ 
nation. In calling the denomination, the plural is always used. 
Thus: “Fours,” not “Four.” This is termed calling. 

Build. —A card already built up. 

Combine. —To play a card which will take two or more cards of 
a different denomination, whose aggregate number of pips or spots 
exactly equals those of the card played. Thus: a Ten will take a Seven 
Deuce and Ace, the combined spots on those cards being precisely ten. 

Last Cards. —Those cards remaining on the board after the last 
trick is taken, all of which go to the winner of the last trick. 

Eldest Hand. —The player sitting at the left hand of the dealer, 
so called, because he is the first to play. 

Misdeal. —An error in giving out the cards, the penalty for which 
is the forfeiture of the game, and all depending upon it. 


LAWS or CASSINO. 


219 


THE LAWS OF CASSINO. 

. V- OF CUTTING AND DEALING. 

1. The game of Cassino is played by two persons, with a pack 
of fifty-two cards. 

[Three, four or six persons may play Bounce, or Set Back Cassino with a complete 
pack. It is also sometimes played by four persons, who divide into sets of partners, 
as at Whist or Euchre. See note to Law 13.] 

2. The deal is determined by cutting, and the player cutting the 
lowest card must deal. Ties cut over. In cutting, Ace is low. 

3. At the outset of the game the dealer gives each player four 
cards, one at a time, commencing with the eldest hand, and either 
regularly as he deals, or by one, two, three or four at a time, lays 
four more face upwards upon the board. After the first cards are 
all played, four others must be dealt to each player, one at a time, 
until the pack is exhausted; but it is only in the first deal round 
that any cards are to be turned up. 

4. In the case of a misdeal, the dealer forfeits the game and all 
depending upon it. 

[The penalty prescribed for the infraction of the above rule may at first sight seem 
too severe, but, when we consider the great advantage an unscrupulous player might 
derive from its open violation, the punishment will not appear disproportionate to the 
offence committed. Were this rule not to prevail, it is obvious that the dealer might 
purposely misdeal in anticipation of defeat, and thus, to his adversary’s detriment, 
obtain another chance of winning.] 


OF PLATING AND COMBINING. 

5. Each person engaged in the game, beginning with the eldest 
hand, must play one card at a time, with which he may not only 
take at once every card of the same denomination upon the board, 
but likewise all that may combine therewith. 

[Thus: a Ten takes not only every Ten, but also Nine and Ace, Eight and Deuce, 
Seven and Trey, Six and Four, or two Fives, and a player may sometimes have the 
good fortune to sweep all the cards upon the board with a single card and score a point.] 

6. When a player cannot, or does not choose to pair, combine, or 
build up, he must place a card upon the board face upwards. 


220 


CASSINO. 


OP CALLING AND BUILDING UP. 

7. If a player hold two, or three cards of a certain denomina¬ 
tion, and one or more cards of the same denomination are upon 
the board, he may play one of the said cards from his hand, and 
call the denomination in the plural number, in which event his 
adversary cannot combine and take it, or any of the cards of that 
denomination, with a card of a different denomination, neither can 
he employ them to build upon. 

[Por instance: A and B are playing Cassino. A deals, and in the first round turns up 
two Fives upon the table. B holds the other two Fives in his hand, and plays one of 
them, calling out (not Five, but) “ Fives.” A is debarred from taking any of them 
with a Ten—because it is a card of another denomination—but B may capture them 
all with the remaining Five. Again—suppose A and B are playing; and in the course 
of the game a Trey remains upon the board. A holds two Treys, and plays one of 
them, calling “ Treys,” B having the other Trey, plays it, and takes those upon the 
table. B may not, however, take the Treys with a Six, or employ them to form any 
combination, by building or otherwise ; or, if an Eight, Four and Five are on the table, 
and a player hold a Nine and Ace, he may put the Four and Five on the table together, 
and play the Ace in hand upon the Eight on the table, putting them all together and 
calling “ Nines,” and his opponent cannot take the cards with any card but a Nine. 

8. Should a player build up a card to a certain denomination, 
and his opponent decline to build it up higher, he, the first player, 
may not alter his build, but must take it with a card of the same 
denomination.; he is, however, at liberty to make another “ build,” 
either of the same or of any other denomination, or he may pair 
or combine any other cards, before taking up his first “ build,” but 
he must comply with one of the above conditions before playing a 
card which will not do either. 

[Thus: if he play a Deuce on a Five, making it Seven, his adversary failing to take 
it or build upon it, the first player may not play a Trey and make it Ten, but must 
take it with a Seven. Prior to do so doing, he may, however, build a Deuce upon a 
Four and make it six, or form a “ build ” of any other denomination, or he may pair 
a card, or take several cards by combination, but he must comply with one or other of 
these conditions, or take up his first “ build.”] 

9. If a player has built up a card, and has in his hand more than 
one card of the same denomination as his “ build,” and his oppo¬ 
nent leaves the “ build ” undisturbed, the player may play one of 
those cards upon the cards constituting the “build,” at the same 
time repeating his announcement of the denomination of the 
“ build ” (in the manner enjoined in Law 7); and the card so played 


LAWS OF CASSIHO. 


221 


is equivalent to a “ call.” This may be done a second time before 
taking up the “build.” 

[For instance : A and B are playing; A has three Fours and an Ace in his hand, and 
there is a Trey on the table ; A may play his Ace on the Trey and make it four; sup¬ 
pose B leaves it undisturbed; A may play a Four from his hand on the top of the 
“ build ” and call (not Four, but) “ Fours ; ” if B then fails to take it up A may play 
another Four on the top of the first one, again calling “Fours,” before taking up the 
“ build; ” and each of these Fours so played on a “ build ” has all the immunities of a 

CALL.] 

10. A player cannot “ build” from the table. 

[For instance: if a Seven and Deuce are upon the table and a player put an Ace upon 
the Seven calling Eight, his opponent cannot employ the Deuce upon the table to 
“ build ” it up to ten.] 

11. Should a player “build up” one or more cards to a certain 
denomination, or call a card (as provided in Law 7), and it subse¬ 
quently transpires that he holds no card of a similar denomination 
with which to redeem or take the cards thus called or built up, he 
must let the card or cards he has improperly played remain on the 
board, and the adverse player may separate the cards and take 
into his hand again any cards he may have played subsequent to 
the misplay of the delinquent player, and employ them, or any 
other card in his hand to take any of the cards on the board, or to 
compose a build or any other combination in the game. 

12. When a card is played for the purpose of making a “ build,” 
or “ call,” the player must declare the denomination of the proposed 
“build” or “call,” audibly and distinctly, so that no doubt of his 
intentions may exist, and failing to comply with this requirement, 
his opponent may separate the cards, and employ them in any 
lawful way he may deem to his advantage. No announcement, 
which may occur in compliance with any of the preceding rules, 
possesses any value whatever, unless the above condition be strictly 
observed. 

[Thus, the mere act of playing a Five on a Deuce does not of itself constitute a 
“ build,” nor prevent the opponent from pairing the Five, or combining the Deuce with 
a Seven to be taken with a Nine, or “ building ” on either of them, unless the player of 
the Five says, when he lays the Five on the Deuce, audibly and distinctly, “ Seven; ” 
or if the play ba. for the purpose of making a “ call,” he must mark the distinction 
between a “ call” and a “build.” For instance : if he play a Five upon a Five on the 
table to make a “ call,” he must announce his intention by saying, clearly and audibly, 
“Fives.” The same is of course applicable to “builds”, or “calls” of any other 
denomination.] 

OF THE SCORE. 

13. In this game, the points gained by each party are counted 


222 


CATCH THE TEH. 


at the end of each deal, and that party which has the greatest 
number of points wins the game. 

[In Europe Cassino is played differently; tlie game there is eleven points, and a 
player must achieve that number before he can win. The manner of scoring is as fol¬ 
lows : at the conclusion of each deal the points gained by each party are counted, and 
that party which has the least number of points scores nothing, but his points are 
deducted from the winning party’s, who scores the difference towards game. When 
three persons play, the two lowest add their points together, and substract from the 
highest; but if their two numbers added together amount to or exceed that of the 
third player, then neither scores. It will be seen that a game played thus might last 
through several deals. The European game is the favorite with those who play merely 
for recreation, and is known as Set-back or Bounce Cassino.] 

14. A Tie precludes both, parties from counting the points on 
which they tie. 

15. That party which obtains the great Cassino reckons 2 points. 


Ditto, little Cassino. 1 “ 

The four Aces, one point each. 4 “ 

The majority in Spades. 1 “ 

The majority of cards. 3 “ 

Besides a sweep before the end of the game, when any 

player can match all on the board, reckons..... 1 “ 


16. Should both players obtain the same number of points, the 
game must be considered drawn. 

MISCELLANEOUS. 

17. The number of tricks must not be examined or' counted 
before all the cards are played; nor may any trick but that last 
won be looked at, as every mistake must be challenged immediately. 

18. After all the pack is dealt out, the player who obtains the last 
trick sweeps all the cards then remaining unmatched on the table. 


CATCH THE TEN. 

This is a favorite game in Scotland, though it is not much 
known in this country, except among our friends from the land 
o ’cakes. It may be played by from two to eight persons, with 
36 cards, the small cards of each suit, viz., the 2, 3, 4, the 5, 
being thrown out; and if necessary for an equal division of the 
cards, one or two of the 6’s., If the party consists of 2, 3, 5, or 7, 
each plays on his own account. When two play, three hands 








MAXIMS FOR PLAYING. 


2213 


are dealt for eacli player, the first two hands from the top of the 
pack, then other two, and lastly the third two, the 36th card being 
turned up. The hands are played in the order in which they were 
dealt. In like manner, when three play, two hands are dealt for 
each, and played in the same order. If the party consist of 4, A 
and C are partners against B and D; if 6, A, C, and E, against B, 
D, and F—or A and D, B and E, C and F, in three partnerships ; 
if 8, A, C, E, and G, against B, D, F, and H; or they may form four 
partnerships,—the partners always sitting opposite to each other, 
with an adversary between each two. 

THE MODE OF PLAYING 

Is the same as at Whist; the cards being cut, and dealt by one 
or three at a time, and the last one turned up for trumps ; they have 
the same value as at Whist, except in the trump suit. Forty-one is 
game, and the points are made by counting the cards in the tricks 
taken, and the honors of trumps. Each card above the party’s 
share in the tricks taken counts for one. Thus, if four are playing, 
each person’s share of the 36 cards is 9. If two partners take eight 
tricks (4 multiplied by 8 are 32), they reckon 14 towards game, 
that being the number over their joint shares of twice 9, or 18.— 
The Knave of Trumps is the best, and reckons for 11, Ace next, for 
4, King for 3, Queen for 2, and the Ten for 10. They are not 
reckoned, as at Whist, by the party to whom they are dealt, but to 
those who take them in the course of playing. 

MAXIMS FOB PLAYING. 

As the name implies, the grand object in this game is to Catch the 
Ten of Trumps, or to prevent its being caught by the adversary. 
The only safe way of saving or passing the Ten, is to play it in a 
round of trumps, when one of your partners has played the best 
trump ; or if you happen to be last player, and have none of the suit 
led, trump with your Ten, if it will take the trick, or if your partner 
has already taken it. These are very favorable opportunities, and 
do not often occur; so that it is frequently necessary to run some 
risk to secure so important a card—as by trumping suit in a 
second round, though not last player—trusting to your partnei s 
holding the best trump, &c. If you hold the Knave and King, or 
Ace and King, and have the lead, play two rounds of trumps, and 


224 


FIVE AND TEN, OR SPOILT FIVE. 


you will have a chance of catching the Ten in the second round, or 
enabling your partner to pass it under cover of your best trump. 
But these rules must vary so considerably according to the greater 
or smaller number of the party playing, that it is almost impossible, 
without confusing the learner, to lay down particular rules for every 
case. Attention to the game, with a little calculation, on the prin¬ 
ciples laid down for Whist, will soon enable any person of moderate 
capacity to play this game sufficiently well for the purpose of 
amusement. 

Note .—A revoke is punished by the total loss of the game. 


FIYE AND TEN, OR SPOILT FIVE 

This is a popular game with our Irish friends ; and though the 
different ranking of the cards in the red and black suits, and the 
change in their value when trumps and when not trumps, renders it 
somewhat difficult to attain a facility in playing it, yet the pains be¬ 
stowed in learning will be amply compensated by the pleasure ob¬ 
tained when a thorough knowledge of the game is acquired. A com¬ 
plete pack of cards is used, and two, three, or four persons may play. 
Each game is decided in one hand, and it consists in endeavoring 
to get the majority of the five tricks, which is called a Five, and 
entitles the winner to the stakes played for ; or to gain the whole 
five tricks, which is called a Ten, and the winner in this case draws 
double stakes. 

The following is the rank and order of the cards when the respee- 


tive suits are trumps : 

Hearts and Diamonds. 

Spades and Clubs. 

Five, Knave, 

Five, Knave, 

Ace of Hearts, 

Ace of Hearts, 

Ace of Diamonds, 

Ace of Spades or Clubs- 

King, Queen, 

King, Queen, 

Ten, Nine, 

Two, Three, 

Eight, Seven, 

Four, Six, 

Six, Four, 

Seven, Eight, 

Three, Two. 

Nine, Ten. 



MODE OF PLAYING THE GAME. 


225 


And the following is their order when not trumps : 

Hearts and Diamonds. Spades and Clubs. 


King, 

Queen, 

King, 

Queen, 

Knave, 

Ten, 

Knave, 

Ace. 

Nine, 

Eight, 

Two, 

Three, 

Seven, 

Six, 

Four, 

Five, 

Five, 

Four, 

Six, 

Seven, 

Three, 

Two, 

Eight, 

Nine. 

Ace of 

Diamonds. 

Ten. 



From the above lists it will be observed that the Five is first, and 
the Knave second in order, when trumps ; and that the Ace of Hearts 
is always trump, and ranks as the third best card. These three 
cards have the privilege of revoking, when it suits the holder of 
them to do so ; but if the Five be led, the holder of the Knave or 
Ace must play it, if he has not another trump to play; and the Ace 
unguarded must in like manner be played if the Knave be led,—the 
superior card always forcing the inferior. The Ace of Diamonds, 
which is fourth in order, when that suit is trumps, is the lowest 
when not trumps ; and the usual rank of the inferior cards is reversed 
in the black suits, the two being above the three, the three above 
the four, and so on, the Ten ranking lowest, whether trumps or not. 

MODE OF PLAYING THE GAME. 

The parties having cut for deal, which the lowest Five and Ten 
card wins, and each having deposited an equal stake, the cards are 
cut, and five dealt to each player, by twos and threes, the next card 
being turned up for trumps. If the elder hand has a certain Five, 
that is to say, if he holds three cards which will each take a trick, 
he ought to play them, as there is a great probability, if his two re¬ 
maining cards are tolerable, that he may get the whole five, and 
thus win a double stake. But if he holds only indifferent cards, the 
best method is to throw the lead into his opponent’s hand by play¬ 
ing an inferior card, in the hope of regaining it at the third trick, 
which is the critical stage of the game ; and as three tricks consti¬ 
tute a Five equally as four, it is reckoned better play to reserve the 
best cards till the third trick, than to risk the game by eagerness 
to secure the two first. 

If the party consists of four, they play in two partnerships, which 


226 


FORTY-FIVE. 


are determined by cutting the cards, the two lowest playing against 
the two highest, or by agreement among the parties. The maxims 
at Whist relative to leading and how to play when your partner 
leads, will in general be found of considerable use here. 

When three play at this game, it is still necessary that one of 
them should win the three tricks in order to make a Five, as the 
utakes must remain for next game if two of the players get two 
tricks each, and the other one. If the cards you hold do not en¬ 
title you to expect to make the Five yourself, the object should be 
to spoil it, or to prevent its being made at all, by thwarting that 
player who appears most likely to obtain it. If a Ten is made, the 
two losers must each pay another stake to the winner, in addition 
to the three deposited; but it is sometimes agreed to dispense with 
this, and not to allow Tens when the game is played by three. 

Each player must follow suit when trump is led, under the penalty 
of forfeiting his stake, except in the case of the three best trump 
cards, viz., the Five and Knave, and the Ace of Hearts, each of 
which is privileged to renounce, under the exception stated above; 
but when other suits are led, the players may follow suit, or trump, 
just as they choose, and it is not incumbent on any player to head 
( i . e., take) the trick. 

If the turn-up card is an Ace, the dealer must take it into his 
hand, throwing out a card in lieu of it; and if either of the players 
hold the Ace of the trump suit, he must take in the turn-up card 
before he plays, or if he does not choose to take it in, must turn it 
down, in order to show that he holds the Ace,—both under penalty 
of forfeiting his stake. 

Where the game is strictly played, the person who misdeals, or 
who departs from the order with which the game began, of dealing 
either the three or the two cards first, forfeits his stake. 


FORTY-FIVE. 

This game is evidently a modification of Spoilt Five, and, like 
that game, is a great favorite with the Irish. Forty-Fire is usually 
played by four persons, with a pack of fifty-two cards. Five cards 
are dealt to each player, and the next card is turned for trump, as 



HANK AND ORDER OF CARDS. 


227 


at Euclire. The deal passes to the left, each player dealing in 
rotation. 

The two following tables will show the rank and order of the 
cards when trumps, or when not so : 


THE BANK AND ORDER OF THE CARDS WHEN 
TRUMPS. 


Clubs and Spades. 

Diamonds. 

Hearts. 

Five, 

Five, 

Five, 

Knave, 

Knave, 

Knave, 

Ace of Hearts, 

Ace of Hearts, 

Ace, 

Ace, 

Ace, 

King, 

King, 

King, 

Queen, 

Queen, 

Queen, 

Ten, 

Deuce, 

Ten, 

Nine, 

Trey, 

Nine, 

Eight, 

Four, 

Eight, 

Seven, 

Six, 

Seven, 

Six, 

Seven, 

Six, 

Four, 

Eight, 

Four, 

Trey 

Nine, 

Trey, 

Deuce. 13 in all. 

Ten. 14 in all. 

Deuce. 14 in all. 


THE RANK OF THE CARDS WHEN NOT TRUMPS. 

Clubs and Spades. 

Diamonds. 

Hearts. 

King, 

King, 

King, 

Queen, 

Queen, 

Queen, 

Knave, 

Knave, 

Knave, 

Ace, 

Ten, 

Ten, 

Deuce, 

Nine, 

Nine, 

Trey, 

Eight, 

Eight, 

Four, 

Seven, 

Seven, 

Five, 

Six, 

Six, 

Six, 

Five, 

Five, 

Seven, 

Four, 

Four, 

Eight, 

Trey, 

Trey, 

Nine, 

Deuce, 

Deuce. 2 in all. 

Ten. 13 in all. 

Ace. 13 in all. 



10* 


228 . 


FORTY-FIVE. 


From these tables it will be observed, that the Five is first, and 
the Knave second in order, when tramps, and that the Ace of 
Hearts is always trump, and ranks as the third best card. The 
holder of the Five or Knave has the privilege of revoking when it 
suits him to do so; that is, he may retain the Five or Knave of 
trumps in hand, although trump be led, and the holder of the Ace of 
Hearts has also the privilege of revoking from any trump card but 
the Five or Knave ; but in all other cases the players must follow 
suit when trumps are led, under penalty of forfeiting the amount 
of the stake. The largest trump always forces the smaller, as in the 
game of Spoilt Five; thus the Knave of trumps unguarded must be 
played upon the Five of trumps. The Ace of Diamonds, which is 
fourth in order when that suit is trumps, is the lowest when not 
trumps. The usual rank of the inferior card is reversed in the black 
suits, the Two being above the Three, the Three above the Four, 
and so on, the Ten ranking lowest, whether trumps or not. 

When a lay suit is led, the players must follow suit or trump. 

The King or Ace, when turned up by the dealer, counts five 
Any player holding the King of trumps, must, when it comes to his 
turn to play, lay out a card for it; and if the Ace should not be in 
play, the trump turned up is his. Should the Ace be out, the turned 
up trump belongs to its holder, and he who holds the King takes up 
the card he laid out. This is called k ‘ robbing the trump.” The 
lead commences at the eldest hand, and each trick taken counts 
five. The game consists of Forty-five, and the player or players 
(if partners) first scoring that number, win the stakes. 

There is a variety of Forty-five called the Jenk Game , which differs 
from the regular game in the following particulars:—1. The player 
can rob with the Ace only. 2. The King or Ace does not count 
five for the dealer when turned up. 8. When the dealer turns the 
Ace he has the privilege of discarding and taking it to hand, but he 
can only score for what it makes in actual play. 4. Thirty may be 
scored in each deal, five extra being counted for the best trump 
played; but, if no trump should be out, twenty-five only can be 
scored. 5. When a party takes all five tricks, he wins the game 
(this is called a Jenk). When all the tricks are not made by one 
party, the game must be continued in the ordinary manner, until 
forty-five is scored. A Jenk, however, counts out, whenever made. 


COMMIT.-PUT. 


229 


COMMIT. 

This game may be played by any number of persons, with a com 
plete pack of cards, wbicb are all dealt out, except the Eight of 
Diamonds., and a spare hand is dealt in the middle of the table, for 
the purpose of making stops in the playing, which is by sequences. 
When an Ace or a King is played, the person who plays it receives 
from each of the party a counter, or whatever may have been mutu¬ 
ally agreed on ; and whenever any one has played out all his cards, 
the game is at an end; and the person who is out (or has played all 
his cards), levies from all the rest of the party a counter for each 
card they hold, except that the Nine of Diamonds exempts the hold¬ 
er of it from paying. This Nine has also the privilege of being 
played in lieu of any other card, so as to prevent a stop ; but if' 
played out, it does not exempt from paying for the cards in hand. 

The Seven of Diamonds and the four Kings being certain stops, 
are of course eligible cards for the elder hand to play if he holds 
them; or sequences which will lead to them, ought of course to be 
preferred. Thus, suppose A to play the Nine of Hearts,—he calls 
for the Ten—F plays it—A plays the Knave—D the Queen—and A 
the King, who then receives a counter from each player, and is en¬ 
titled to begin a new sequence. Whenever a stop occurs to inter¬ 
rupt a sequence, the person who has played the last card begins 
again. 

Note .—Aces are not necessarily stops, though Kings are, being 
the highest cards, but both entitle the players of them to counters 
from all round. 


PUT. 

Put is hardly a game for gentlemen, though we have known 
more than one man claiming that title who has not disdained 
to play at it night after night. It is played with a complete pack, 
generally by two people, sometimes by three, and often by four. 
The cards rank differently in this game from all others, Treys being 



230 


PUT. 


the best, next the Deuce, then Ace, King, and so on in the usual 
order. After cutting for deal, &c., at which the highest Put-card 
wins, three cards, by one at a time, are given to each player ; then 
the game is played in the following way:—If the non-dealer throw 
up his cards, he loses a point; if he plays, and the dealer does not 
lay down another to it, he gains a point; but should the dealer 
either win the same, pass it, or lay down one of equal value, form¬ 
ing what is styled a tie, the non-dealer is still at liberty to Put, that 
is, play or not, and his opponent then only gains a point; then if 
both parties agree to go on, whoever gains all the tricks or two out 
of three, wins five points, which are the game; if each player ob¬ 
tain one trick, and the third is a tie, then neither party scores. 

Four-Handed Put differs only in that any two of the players give 
each his best card to his partner, who then lays out one of his, and 
the game is afterwards played as in Two-handed Put. 

LAWS OF PUT. 

1. If the dealer accidentally discover any of his adversary’s cards, 
the latter may insist upon a new deal. 

2. If the dealer discover any of his own cards in dealing, he must 
abide by the deal. 

3. When a faced card is discovered during the deal, the cards 
musl be reshuffled and dealt again. 

4. If the dealer give his adversary more cards than are necessary, 
the adversary may call a fresh deal, or suffer the dealer to draw the 
extra cards from his hand. 

5. If the dealer give himself more cards than are his due, the ad¬ 
versary may add a point to his game, and call a fresh deal, or draw 
the extra cards from the dealer’s hand. 

6. No bystander must interfere, under penalty of paying the 
stakes. 

7. Either party saying “ I put” —that is, I play —cannot retract, 
but must abide the event of the game or pay the stakes. 

Considerable daring is necessary in this game, for a bold player will 
often “Put” upon very bad cards in order to tempt his adversary 
into giving him a point. Sometimes the hand is played with “ Put¬ 
ting,” when the winner of the three tricks, or of two out of three, 
scores a point. The best cards are—first the Treys, next the Deuces, 
and then the Aces; the Kings, Queens, Knaves, and Tens follow- 


SPECULATION. 


231 


mg in order down to the Four, which is the lowest card in the pack. 
There are many more interesting games for two, three, or four 
players. 


SPECULATION. 

This lively, rattling, round game is soon learned. It is played 
with a perfect pack, each card having the same value as at Whist. 
Counters or checks are used as stakes. Three cards are dealt to 
each player, one at a time, face downward, the last being turned 
up as trump. No player may look at his cards, or turn up out of 
his turn. The highest trump clears the pool. Previous to the deal 
the dealer stakes five, and each player three counters, or any larger 
number that may be agreed on ; and the holder of every Knave and 
Five of each suit, except trumps, pays one counter to the pool. 
When the deal is completed, the eldest hand turns up his top card, 
and if it happen not to be a trump, the next player exposes his top 
card, and so on till a trump superior in value to the turn-up is 
shown. When a trump appears, its holder offers to sell, and the 
various players bid for it, and it then becomes the property of its 
purchaser, and the player next him to the right turns up, and so on 
till a better trump is shown, which its owner again offers and sells 
if he pleases ; the holder of the highest trump in the round, whether 
held by purchase or in hand, winning the entire pool. The holder 
of the trump card has always the privilege of concealing his hand 
till a superior trump appears, or of selling either hand or trump. 
No person looking at his card out of turn can be allowed to take the 
pool, even if he hold the best trump. To play Speculation well re¬ 
quires some judgment and memory, in remembering the cards out in 
the last deal, and the chances are against their reappearing in the 
round. As a merry game for Christmas parties, Speculation is 
without a rival, for it provides sufficient amusement without the 
gambling element predominating. 



MATRIMONY. 


MATRIMONY. 

The game of Matrimony is played, at Cards as in life, by several 
persons—by any number, in fact, from five to fourteen. The game 
consists of five chances, marked on a board or sheet of paper :— 


® 

£ 3 

g w 

■a ^ 
.© g 

+H eg 
O 

u .9 
W 


Best. 

The Ace of Diamonds turned up. 


INTRIGUE; 

OR, 

QUEEN AND KNAVE. 


p 

crq 

p 

p 

& 


<© 


9 

o 

© ^ 

© • 

p 


Pairs. 

The Highest. 

The deal is given to the lowest card cut. The stakes are deter¬ 
mined—counters are generally used—and the dealer proceeds to 
place on each or any chance the sum he wishes to venture. The 
other players stake in like manner, but one counter fewer than the 
dealer. Then, if he stakes ten, they each place nine counters on the 
chance. Two cards are then dealt to each player, beginning with 
the elder hand (the left of the dealer), face downward. A third 
card is then dealt round, face upward. If Ace of Diamonds (best) 
be turned up, the holder of that card clears the board ; but if it be 
merely held in hand, it ranks as the other Aces. But if there be no 
Ace of Diamonds turned up, then the King or the next highest card 
in that suit wins the chance called best. The hands are then turned 
up, and the holders of intrigue, matrimony, &c., take the stakes 
placed on those points. When two or more players happen to hold 
like cards, as pairs, King and Knave, &c.—the elder hand wins the 
stake ; but if any chance be not gained it stands over till the next 
deal; but the stakes may be increased on any unclaimed point. 
Remember that Ace of Diamonds is best; King and Queen matri¬ 
mony ; King and Knave confederacy; and any pair the highest. 
Matrimony is a very easy, amusing round game, soon learned. 




CONNECTIONS.-POPE JOAN. 


233 


CONNECTIONS. 

Three or four persons may play at this game. The cards bear 
the same value as at Whist; and if three play, ten cards are dealt 
to each; but if four, then only eight. Diamonds are always trumps, 
and the several connections are— 

1. The two black Aces. 

2. Ace of Spades and King of Hearts. 

3. Ace of Clubs and King of Hearts. 

The pool is made up by each player contributing a certain sum 
equally; and then, when the cards are dealt, each person takes up 
his hand. Supposing a dime each to be staked, the holder of the 
first connection is entitled to three cents ; of the second to two cents ; 
and of the third, or of the greatest number of tricks, a cent for each, 
or in similar proportion, according as higher or lower stakes are 
agreed on. 

A trump played in any round where there is a connection, wins 
the trick—otherwise it is gained by the player of the first card of 
connections ; and after a connection, any following player may trump 
without incurring a revoke, whatever suit may be led; the person 
holding a card of connection is at liberty to play it, but the others 
must, if possible, follow suit, unless one of them can answer the con¬ 
nection, which should be done in preference. 

No money can be drawn till the hands are finished; then the 
possessors of the connections are to take first according to prece¬ 
dence, and those having the majority of tricks take last. 

This easily acquired game is very amusing, luck being the 
arbiter. 


POPE JOAN. 

This pleasant game is played by any number, from three to a 
dozen, who use the well-known round board, divided into compart¬ 
ments. 

The Eight of Diamonds is first taken from the pack, and after 
settling Ike deal, shuffling, &c., the dealer dresses the board , by 



234 


POPE JOAN. 


putting the counters or other stakes, one each to Ace, King, Queen , 
Knave, and game ; two to matrimony, two to intrigue, and six to the 
Nine of Diamonds, styled Pope. Thi,s dressing is, in some com¬ 
panies, at the individual expense of the dealer, though, in others, 
the players contribute each two counters. The cards are then dealt 
round equally to every player, one turned up for trump, and about 
six or eight left in the stock to form stops; as, for example, if the 
Ten of Spades be turned up, the Nine consequently becomes a 
stop. The'four Kings and the Seven of Diamonds are always fixed 
stops, and the dealer is the only person permitted, in the course of 
the game, to refer occasionally to the stock for information what 
other cards are stops in their respective deals. If either Ace, King, 
Queen, or Knave happens to be the turned-up trump, the dealer 
may take from the board the counters deposited in those compart¬ 
ments ; but if Pope be turned up, the dealer is entitled both to that 
and the game, besides a stake for every card dealt to each player. 
Unless the game be determined by Pope being turned up, the eldest 
hand begins by playing out as many cards as possible ; first the 
stops, then Pope, if he have it, and afterwards the lowest card of his 
longest suit, particularly an Ace, for that never can be led through. 
The other players follow, when they can, in sequence of the same 
suit, till a stop occurs, when the party having the stop becomes 
eldest hand, and leads accordingly; and so on, until some person 
parts with all his cards, by which he wins the pool (game), and be¬ 
comes entitled, besides, to a counter for every card not played by 
the others. The holder of Pope, then in hand, is excused from pay¬ 
ing. King and Queen form Matrimony; Queen and Knave make 
Intrigue, when in the same hand. But neither these, nor Ace, 
King, Queen, Knave, nor Pope, entitle the holder to the stakes de¬ 
posited in their several compartments, unless played out. No claim 
can be allowed after the board be dressed for the succeeding deal. 
In all such cases the stakes remain for future determination. This 
game requires a little attention to recollect the stops made in the 
course of the play; as, for instance, if a player begin by laying 
down the Eight of Clubs, then the seven in another hand forms a 
stop, whenever that suit be led from any lower card ; or the eldest 
hand may safely lay it down, in order to rid himself of his cards. 
Pope Joan is a capital round game for Christmas parties. 


COMMERCE. 


235 


COMMERCE. 

There are several ways of playing this amusing round game. 
The simplest is as follows : 

The deal having been determined, each player deposits an equal 
stake in the pool; the cards are then all given out, one at a time ; 
the elder hand then exchanges a card Avith his left-hand neighbor ; 
the second with the third, the third with the fourth, and so on, till 
one obtains a hand consisting all of one suit, when he exclaims, 
“ My ship sails,” and clears the pool. 

Another plan is the folloAving : 

Each player deposits an equal stake in the pool, and the banker 
(dealer) gives three cards all round, and asks “ Who’ll trade?” The 
players, beginning with the elder hand, either “ trade for ready 
money” or “barter.” By the first is meant, giving a card and 
counter to the dealer, who places the card under the remainder of 
the pack, which is called “ the stock,” and gives a card from the top 
in exchange. The counter is passed to the banker, who then trades 
with the stock free of expense. “ Barter” means exchanging a 
card with the right player. Barter cannot be refused, unless the 
player of whom the exchange is requested, decides to stand on his 
cards without trading or bartering. The trading and bartering is 
concluded by one having obtained the highest tricon, which wins 
the pool. 

The object of the trading or bartering is to obtain—1, a tricon 
(three like cards, like a pair-royal in Cribbage) ; 2, a sequence , or 
three following cards of the same suit; 3, a point , or the smallest 
number of pips on three cards of the same suit. The Ace reckons 
for eleven, the Tens and court cards for ten each, and the other 
cards according to the number of their pips. The highest tricon 
wins the pool; if no tricon is shown, then the highest sequence, or 
the best point, in failure of a sequence. The banker reckons as 
eldest hand in case of ties ; and if he holds a lower tricon or se¬ 
quence than either of the others, he loses the game, and pays a 
counter to each player higher than himself. 


236 


LOTTERY. 


LOTTERY. 

This is a very amusing round game, at which any number may 
play ; with a full pack of cards, or two or three packs mixed together, 
according to the number playing. The simplest way of playing 
Lottery is to take at random three cards from a pack and place 
them face downward, for prizes, on the table. A banker having 
being chosen by lot, every player purchases from the other pack or 
packs any number of cards, paying a certain quantity of counters for 
each. These counters are put in different proportions on the three 
prizes which are gained by those who happen to have purchased cor¬ 
responding cards. Such cards as happen not to be drawn are con¬ 
tinued to the next deal. 

Another plan is as follows : Two complete packs of cards are 
used, one serving for tickets and the other for lots or prizes. Coun¬ 
ters are then distributed in equal numbers to each player, and a 
certain proportion of the whole is placed in a box or dish on the 
table to form the fund of the lottery. 

The players sit round the table, and two of them take the two 
packs of cards, and after well shuffling them, have them cut by 
their left-hand neighbors. One deals a card to each player, face 
downwards. These are called the lots. Each player then places 
on his lot what number of counters he thinks proper. The lots 
being thus prized, he who has the other pack deals likewise to each 
player one card, which are called the tickets. Each player having 
received his card, the lots are then turned, and each examines 
whether his ticket answers to any of the lots ; he or they whose 
cards correspond to any of those, take up the lot or prize that is 
marked on that card. 

The two dealers then collect those cards that belong to their 
respective packs, and after having shuffled them, deal again in the 
same manner as before, the lots being laid down and drawn by the 
tickets in the manner mentioned ; and such lots as remain undrawn 
are to be added to the fund of the lottery. This continues till the 
fund is all drawn out, after which each player examines what h6 has 
won, and the stakes are paid in money by him who drew the lottery, 
whose business it is to collect and divide it. 


SIFT SMOKE.-SNIP-SKAP-SNOREM. 


237 


SIFT SMOKE. 

A complete pack of cards is divided into halves, one portion 
being dealt round to the players and the others remaining on the 
table, the last card dealt being the trump. The cards rank as at 
Whist. The tricks are of no value ; but each player must follow the 
suit led or play a trump. For each trick gained, the player takes a 
card from the undealt portion, and he who can hold out longest wins 
the stake previously agreed on. 


SNIP-SNAP-SNORE M. 

This amusing game is very simple. It is played by any number 
with a full pack of cards. The players, having placed before them 
five cents or counters as “ stock,” the cards are dealt in the usual 
way. The motif of the game consists in playing a card of equal 
value with that of the next player. This snips you. If the third 
player has a card of like value, you are snapped; and then if a 
fourth card be played by the following player, you are snored. Thus, 
say A, the elder hand, plays a Knave, and B likewise plays a Knave ; 
A is snipped, and places one counter in the pool. If C has also a 
Knave, B is snapped, and pays two into the pool; and if D has the 
other Knave, C is snored, and pays in three. The fourth, of course, 
is safe, because all the four Knaves are now played. No person can 
play out of his turn ; but every one must snip or snap when it is m 
his power. When any player has paid into the pool his fire cents 
or counters, he retires from the game, and the pool becomes the 
property of the person whose stock holds out longest. The cards 
are sometimes dealt three or four times before the game is decided ; 
but if the players are reduced to two or three, they have dealt them 
thirteen cards each. The deal is taken in rotation, but no advan¬ 
tage remains with the dealer. 



238 


KENO. 


KENO. 

Keno, as played in this country, is simply the game of Loto, and 
in some communities, is quite popular. It is played as follows : 

There are 100 ivory knobs or balls, about the size of a boy’s 
marble, numbered from 1 to 100, and a board with cavities cut 
therein, to place the balls as drawn. Upon each card are three 
lines of figures, each line having five numbers, thus, 24, 16, 9, 40, 3. 
These lines are formed by the different combinations of all the 
numbers from 1 to 100. At the beginning of the game each player 
buys a card, at a price mutually agreed upon, this money consti¬ 
tuting the pool to be played for. The balls are then carefully ex¬ 
amined, and put into an urn, as here represented. 

The balls being thoroughly mixed by seve 
ral revolutions of the urn, the valve at the 
bottom is opened, and a single ball drops out, 
and its number announced by the conductor 
of the game. The player who happens to 
have the number upon his card, immediately 
places a button upon it. Again, the urn is 
revolved and a second number proclaimed, 
which is noted in the same manner, by a but¬ 
ton, as the first; and thus the numbers are 
continued to be drawn, until one of the players 
cries, “ Keno!” which means that the five 
numbers upon one of his lines have been 
drawn. The card -is then submitted for in¬ 
spection, and, if correct, the fortunate player receives the pool, 
minus the per centage taken by the keeper of the game. 

The balls are then returned to the urn, and the play goes on as 
before, with the same cards, or others, at the option of the player. 















239 


CHESS. 


Of the origin of Chess nothing really is known. The paternity of 
Homer is claimed by many cities, and like it, various nations contend 
for the honor of having invented Chess. The Chaldeans, the Arabians, 
the Saracens, the Persians, the Greeks, the Italians, the Chinese, the 
Japanese, and various tribes of Orientals, have asserted their right to 
be considered the authors of this noble game; but, in fact, its origin 
is lost in the mists of antiquity. It is impossible to give the palm to 
any one of these people above all others, for probably each improved 
a little upon it, till it has arrived at its present state of perfection. 

| Homer tells us that it was played at the siege of Troy, Palamedes 
having invented it to divert the Grecian chiefs during the tediously 
! Long years they sat down before the walls of the famous city and 
[demanded the restitution of that historical Cyprian, the beautiful 
j Helen. Herodotus, “the father of history,” also attributes its inven- 
j tion to the Greeks ; but Bockartus supposes it to be of Oriental extrac- 
i tion, and to have come to us from Persia, through Arabia. This is 
j generally admitted to be the most probable conjecture, as most of the 
terms employed in the game are either translations or corruptions of 
Arabic or Persic words. Thus, we are told the word check is derived 
from the Persian word schach, or shiek , the King, and mat , dead \ 

[ hence, checkmate , the King is dead. 

But India claims the paternity of the game, Chess having been 
| played in Hindostan, China, and Japan from time immemorial. Sir 
I William Jones, the great Oriental scholar, tells us that it was invented, 
nearly four thousand years ago, by a certain Queen of Ceylon; and 
! Mr. Irwin has the following account of its origin, as given in an 
j ancient Chinese manuscript“ Three hundred and seventy years 
i after the time of Confucius, Hung Cochee, King of the Kiangnan, 
sent an expedition into the Shensi country, under the command of a 
1 mandarin called Hensing, in order to conquer it. After an unsuccess ¬ 
ful campaign, the soldiers were put into winter quarters, where, finding 
the weather much colder than they had been accustomed to, and be- 



240 


CHESS. 


ing, besides, deprived of their wives and families, the army became 
impatient of their situation, and clamorous to return home. Hensing 
upon this, revolved in his own mind the bad consequences of comply-, 
ing with their wishes : the necessity of soothing his troops and recon¬ 
ciling them to their position, appeared urgent, with a view to his 
operations in the ensuing year. He was a man of genius as well as 
a good soldier; and, having meditated for some time on the sub¬ 
ject, he invented the game of Chess, as well for an amusement to his 
men in their vacant hours as to inflame their military ardor—the 
game being founded wholly on the principles of war. The stratagem 
succeeded entirely to his wishes. The soldiery were delighted with 
the diversion, and forgot, in their daily contests for victory, the in¬ 
convenience and hardship of their situation.” 

This, it will be seen, is but a variation of the Greek story. A similai 
legend exists among the Japanese, the Icelanders, and the Italians? 
But to what nation or person soever the origin of the game belongs, it| 
is certain that its inventor must have possessed no common order of 
mind, for it is as popular now, in the days of commerce and the electric 
telegraph, as it was two thousand years ago. 

From its very nature Chess has always been a favorite game with 
warriors and students. We are told that Tamerlane, the great con 
queror, was a devoted lover of the game, and that he was playing it at 
the very moment that Bajazet was brought into his camp a prisoner 
Charles the First is said to have been so deeply engaged in a game at 
Chess that he did not desist from it, even when news was brought bin 
of the final intention of the Scots to sell him to the English. King 
John was playing at Chess when the deputies from Rouen came U 
inform him that the city was besieged by Philip Augustus ; but s*. 
absorbed was he that he finished the game before he gave them au 
dience. Numerous anecdotes of this kind are current among Chess¬ 
players. Two or three others will suffice. In the chronicle of the 
Moorish kings of Granada, it is related that, in 1396, Mehemed Babba 
seized on the crown then worn by his elder brother ; but in all his en¬ 
terprises he was unsuccessful, and was finally poisoned, like Nessul 
by a medicated shirt. During the wars with Castille, he dispatched 
an officer to the fort of Salobrena, with orders to put his brother 
Juzaf to death, in order to secure the succession to his own son. On 
arriving at the fort, the messenger of death found the prince Juzaf en¬ 
gaged in a game of Chess with a priest. The officer announced his 
dread mission, but the prince begged hard to be allowed to finish the 


THE BOARD AND THE PIECES. 


241 


game At tirs + ,he alcade was inexorable, bat, becoming interested in 
the progress of the game, gave the prince two hours’ respite. These 
two hours were eventful. The game went on, but during its progress 
a messenger arrived with the news of Mehemed’s death, and Juzaf was 
instantly proclaimed king in his stead. A similar anecdote is related 
by Dr. Robertson in his History of Charles the Fifth. John Frederic, 
Elector of Saxony, having been taken prisoner by Charles, was con¬ 
demned to death. The royal decree was intimated to him while play¬ 
ing Chess with his fellow-prisoner, Ernest of Brunswick. After a 
brief pause, and a few reflections on the injustice of his sentence, the 
Elector turned to his antagonist, and exclaimed, “ At least, let us 
finish our game before I die.” He played with his usual skill and in¬ 
genuity ; and having beaten Ernest, expressed his satisfaction at the 
victory, and signified his readiness to accompany his jailer to the 
place of execution. But, during the time occupied in the game, a 
mandate had arrived, commuting his punishment into five years’ im¬ 
prisonment. 

But enough of history and anecdote. Much more might be said of 
both, but it is time that we proceed to the actual practice of the 
game.* 


THE BOARD AND THE PIECES. 

The game of Chess—as practised in this country, and by the princi¬ 
pal nations of the world—is played by two persons, on a board contain 
ing sixty-four squares, alternately colored black and white, or red 
and white. Each player has eight pieces and eight pawns, one set 
usually white, and the other black or red. The pieces on each side 
are—King, Queen, two Rooks, two Bishops, two Knights, with eight 
soldiers, called Pawns, one belonging to each piece. On commencing 
the game, the board should be set with a white square at the right- 
hand corner. The lines of squares running upwards are termed files, 
those from left to right are called ranks or lines, while those running- 
obliquely are known as diagonals. As to the disposition on the board, 
perhaps a single diagram will be more instructive than any number of 
words. In the following diagram, therefore, we have the 


* The editor of this work acknowledges that he has made liberal extracts from Mr. 
Staunton's lland-Book of Chess, and also from an admirable treatise on Chess, by the ac¬ 
complished English gentleman who writes under the nom deplume of Captain Crawley. 


11 




242 


CHESS. 


''HE38-BOABD, WITH THE PIECES PLACED IN THE IE PEOPEB OLDER. 



MOVEMENT OF THE PIECES AND PAWNS, AND MODE OF CAPTURING 
AN ADVERSE MAN. 


A knowledge of the moves peculiar to these several men is so diffi¬ 
cult to describe in writing, and so comparatively easy to acquire over 
the chess-board, from any competent person, that the learner is strong¬ 
ly recommended to avail himself of the latter means when practicable : 
fi/r the use, however, of those who have no chess-playing acquaint¬ 
ance at command, the subjoined description will, it is hoped, suffice. 

The “Pieces,” by which title the eight superior officers are tech¬ 
nically designated, in contradistinction to the “Pawns,” all take in 
the same direction in which they move. This act consists in remov¬ 
ing the adverse Piece or Pawn from the board, and placing the captor 
on the square the former occupied. To make this clear, we will begin 
with the King, and show his mode of moving and of capturing an ad¬ 
verse man. 



THE KING. 


The King can move one square only at a time (except in “ Cas¬ 
tling,” which will be explained hereafter), but he can make this movo 
in any direction, forwards, backwards, laterally, or diagonally. He 
can take any one of the adversary’s men which stands on an adjoin¬ 
ing square to that he occupies, provided such man is left unpro¬ 
tected, and he has the peculiar privilege of being himself exempt from 
capture. He is not permitted, however, to move into check, that is, 













THE BOARD AKD THE PIECES. 


243 


on to any square which is guarded by a Piece or Pawn of the enemy, 
nor can he, under any circumstance, be played to an adjacent square 
to that on which the rival King is stationed. Like most of the other 
Pieces, his power is greatest in the middle of the board, where, with¬ 
out obstruction, he has the choice of eight different squares. At 
the sides, he may play to any one of five, but when in the angles of 
the board, three squares only are at his command. 

Supposing diagram No. 2 to show the position of the men towards 
the conclusion of a game, and it being either party’s turn to play, he 
could take the adverse Pawn from the board, and place his King on the 
square it occupied ; and, by doing so, the King would not depart from 
the order of his march, which, as we have before said, permits him to 
move one step in every direction. In each of these instances we have 
placed the Pawn in front of the King, but he would be equally entitled 
to take it were it standing on any other part of the eight squares im¬ 
mediately surrounding him, always provided it was not sustained or 
guarded by some other Piece or Pawn. 




THE QUEEN. 


The Queen is by much the most powerful of the forces. She has 
the advantage of moving as a Rook, in straight lines, forwards, back¬ 
wards, and sideways, to the extent of the board in all directions, and as 
a Bishop, diagonally, with the same range. To comprehend her sco^e 
of action, place her alone in the centre of the board; it will then b° 


No. 2. 


No. 3. 


BLACK. 


BLACK. 



WHITE. 


WHITE. 























244 


CHESS. 


seen that she has the command of no less than twenty-seven squares, 
besides the one she stands on. (See Diagram No. 3.) 

Thus placed in the middle of the board, the range of the Queen is 
immense. She has here the option of taking any one of eight men at 
the extremity of the board, on the squares respectively numbered 1, 2, 
3, 4, 5, 6, 7, and 8, should her line of march be unobstructed ; and if 
these men were nearer, on any of the intermediate squares, she would 
be equally enabled to take any one of them at her choice. Like all the 
other Pieces and Pawns, she effects the capture by removing the man 
from the board, and stationing herself on the vacated square. 


THE HOOK. 




No. 4. 


No. 5. 


BLACK. 


BLACK. 



WHITE. 


WHITE. 


The Rook, or Castle, is next in power to the Queen. He moves in a 
straight line, forwards, backwards, or sideways, having a uniform range, 
on a clear board, of fourteen squares, exclusive of the one he occupies. 

The Rook has the same power in taking as the Queen forwards, 
backwards, and sideways, but he cannot, like her, take any man diago¬ 
nally. 

For example, place the Rook in the centre of the board, and an op¬ 
posing man on each of the squares numbered, and the Rook has the 
power of taking any of the four; and he has the same power if the Pieces 
are one or two squares closer to him, or immediately surrounding him, 
in the direction indicated by the four figures. (See Diagram No 4.) 
















THE BCAED AND THE PIECES. 


245 



THE BISHOP. 


The Bishop moves diagonally forwards or backwards, to the extent 
of the board. It follows, therefore, that he travels throughout the game 
only on squares of the same color as the one on which he stands when 
the game begins, and that each player has a Bishop running on white 
squares, and one on black squares. When placed on a centre square 
of a clear board, he will be found to have a range of thirteen squares. 

The Bishop takes, as he moves, diagonally, either forwards or back¬ 
wards, his range extending, on unobstructed squares, to the extent of 
the diagonal line on which he travels. (See Diagram No. 5.) 


THE KNIGHT. 


No. 6. 

BLACK. 


No. 7. 

BLACK. 



WHITE. 


WHITE. 


The action of the Knight is peculiar, and not easy to describe. He 
is the only one of the Pieces which has the privilege of leaping over 
another man. The movements of the others are all dependent on their 
freedom from obstruction by their own and the enemy’s men. For 
example, when the forces are duly arranged in order of battle before 
the commencement of the game, the Knight is the only one of the eight 
capital Pieces which can be played before the Pawns are moved— 
King, Queen, Bishop, and Rook are all hemmed in by the rank of 
Pawns, which they cannot overleap ; but the Knight, having the liberty 




















246 


CHESS. 


of springing over the heads of other men, can be brought into the field 
at once. His move is one square in a straight line , and one in an ob¬ 
lique direction. 

His power and method of taking an opponent’s man will be seen 
from Diagram No. 6, p. 245. 

In this situation, in the centre of the board, he would have the power 
of taking any one of the men stationed on the squares numbered, by 
removing the man and placing himself on the vacant square. 

^ THE PAWN. |j 

The Pawn moves only one square at a time, and that straight forward, 
except in the act of capturing, when it takes one step diagonally to the 
right or left file on to the square occupied by the man taken, and con¬ 
tinues on that file until it captures another man. It may however, for 
its first move advance two steps, provided no hostile Pawn commands 
the first square over which he leaps , for, in that case, the adverse Pawn 
has the option of taking him in his passage, as if he had moved one step 
only. A Pawn is the only one of the forces which goes out of his direc¬ 
tion to capture , and which has not the advantage of moving backwards ; 
but it has one remarkable privilege, by which, on occasions, it becomes 
invaluable ; whenever it reaches the extreme square of the file on which it 
travels , it is invested with the title and assumes the power of any superior 
Piece , except the King, which the player chooses. From this circum¬ 
stance it frequently happens that one party, by skilful management of 
his Pawns, contrives to have two, and sometimes even three Queens on 
the board at once, a combination of force which of course is irresist¬ 
ible. 

As we before observed, the Pawn is the only man which captures in 
a direction different from his line of march. Suppose, at the opening 
of the game, White begins by playing King’s Pawn to King’s fourth 
square (see Chess Notation, p. 248), Black may reply in the same man¬ 
ner with King’s Pawn to King’s fourth square, and neither Pawn 
can do more than remain an obstruction to the onward march of the 
other, but if Black answer instead with King’s Bishop’s Pawn to 
Bishop’s fourth, or as in Diagram No. 7, with Queen’s Pawn to Queen’s 
fourth, then White, if he choose, may take the adverse Pawn from the 
board and place his own in its stead. 


CHESS NOTATION. 


247 


CHESS NOTATION. 

Within the present century a system of Chess notation has been 
generally adopted, which renders the playing of games by correspond¬ 
ence not only possible, but perfectly easy. The plan now employed 
by all players in describing the moves of a game is very simple. First, 
we suppose the board to be divided into two parts. Each half of the 
board is then subdivided, and each square takes its name from the piece 
that commands it at the commencement of the game. Thus, the 
square on which either King is placed at starting is called the King’s 
square; the one immediately in front, the King’s second square; the 
next, on the same file, the King’s third square, and so on. The 
.Bishop standing next to the King is known as the King’s Bishop, and 
the square he occupies, the King’s Bishop’s square ; the squares in 
front are called the King’s Bishop’s second, third, fourth, fifth squares, 
&c. Next to the King’s Bishop stands the King’s Knight, and the 
square on which he stands is called the King’s Knight’s square ; and 
the squares in front, the King’s Knight’s second, third, &c., squares. 
In the corner stands the King’s Book, and the squares before him are 
called after his name. On the other side of the King stands the Queen, 
on the Queen’s square—the Queen’s Bishop, Queen’s Knight, and 
Queen’s Kook being placed on their respective squares as on the 
King’s side, and the squares in front of each piece being called after 
the names of the pieces as before. The Pawns take their names from 
their superior officers. Thus, the Pawn before the King is called the 
King’s Pawn ; that before the Queen, the Queen’s Pawn ; that before 
the King and Queen’s Bishop, the King’s or Queen’s Bishop’s pawn; 
and so, also, of the Knights and Kooks. Perhaps it would be an im¬ 
provement, especially when the player intends to win by a particular 
Knight or Pawn, if the Knights and Pawns were stamped with letters, 
showing to what piece they originally belonged. 

By an examination of the following diagram, this system of Chess 
notation will be seen at a glance. The white pieces are moving up¬ 
ward. 


t. 


*248 


CHESS. 


BLACK. 


•hs-yt) 

•s-l2t> 

•bs-yt) 

•bst) 

•hs-3 

•hs-y-3 

•s‘ia’a 

•hsa*a 

Q.R.S. 

Q.Ivt.S. 

Q.B.8. 

Q.8. 

K.8. 

K.B.8. 

K.Kt.S. 

K.E.8. 

sat) 

nat) 

rat) 

St) 

sa 

•saa, 

•s'la'a 

saa 

Q.R.7. 

Q.Kt.7. 

Q.B.7. 

Q.7. 

K.7. 

K.B.7. 

K.Kt.7. 

K.E.7. 


•guat> 

•gat) 

•8t> 

•g’a 

•ga’a 

g’la’a 

•g'a’a 

Q.R.6. 

Q.Kt.6. 

Q.B.6. 

Q.6. 

K.6. 

K.B.6. 

K.Kt.6. 

K.E.6. 

rat> 

•fiat) 

rat) 

rfc 

ra 

ra*a 

ria’a 

raa 

Q.E.5. 

Q.Kt.6. 

Q.B.5. 

Q.5. 

K.5. 

K.B.5. 

K.Kt.5. 

K.E.5. 

VH'Q 

•Q'la-Q 

•sat) 

•st> 

sa 

•saa 

•siaa 

•s*aa 

Q.R.4. 

Q.Kt.4. 

Q.B.4. 

Q.4. 

K.4. 

K.B.4. 

K.Kt.4. 

K.E.4. 

• 9 -at) 

nat) 

•9 at) 

’9t) 

ra 

9aa 

•9'iaa 

•9 a‘a 

Q.R.3. 

Q.Kt.3. 

Q.B.3. 

Q.3. 

K.3. 

K B.3. 

K.Kt.3. 

K.E.3. 

rat) 

'i iat) 

rat) 

*it) 

ra 

ra*a 

- iia - a 

iaa 

Q.E.2. 

Q.Kt 2. 

Q.B.2. 

Q.2. 

K.2. 

K.B.2. 

K.Kt.2. 

K.R.2. 

rat) 

•suat) 

•8 at) 

•st) 

•g’a 

•saa 

•s‘iaa 

•8-a‘a 

Q.E.sq. 

Q.Kt.s. 

Q.B.sq. 

Q.sq. 

K.sq. 

K.B.sq. 

K.Kt.s. 

K.E.sq. 


WHITE. 


It is necessary that the amateur should make himself fully acquainted 
with this very simple system, as it is used in all the games and problems 
we shall hereafter introduce. 

Mr. Morphy, and other fine players of our acquaintance, have ob¬ 
tained considerable celebrity by being able to play without seeing the 
board ; in fact, some of them are able to play two or three games 
simultaneously. Mr. Morphy, indeed, plays eight games at one time, 
blindfold ! Of course these feats are mere efforts of memory, and 
have nothing to do with the game except as curiosities. But their 
accomplishment would be utterly impossible without a thorough knowl¬ 
edge of this, or some other equally good, system of Chess notation. 
Various other plans have been suggested, but they are all inferior to 
this. 

The following abbreviations are necessary in Chess notation, and will 
be used throughout the balance of this treatise : 


K. for King. 

Q. . “ Queen. 

E. “ Eook. 

B. . “ Bishop. 

Kt.... “ Knight. 


P. for Pawn. 

Sq... “ Square. 

Adv... “ Adversary. 

Ch.. “ Check or Checking. 

His. Ch. “ Discovering Check. 












































TECHNICAL TERMS. 


249 


TECHNICAL TERMS IN USE AMONG CHESS-PLAYERS. 

Castling. —Although, as a general rule, the move of the King is re¬ 
stricted to one square at a time, he has the privilege under certain 
conditions, once in the game, of moving in conjunction with either of 
the Rooks two squares. This peculiar movement is called Castling , and 
is performed in the following manner :—If a player wishes to castle on 
his King’s side of the board, he moves the King to K. Kt’s. sq., and 
then places the K’s Ro-ok on K. B’s square, If he castle on the Queen’s 
side, he plays his King to Q. B’s sq., and Q’s Rook to Q’s sq. The 
object of this compound move is to place the royal Piece in safety, and 
at the same time bring the Rook from the corner square into better 
play. 

The conditions under which a player is permitted to castle are :—1st. 
The King must not be in check. 2d. The King must not have moved. 
3d. The Rook must not have moved. 4th. The King must not pass 
over or on to any square attacked by an enemy’s man. And 5th. There 
must be no Piece, either of his own or the adversary’s, between the 
King and the Rook. 

In exemplification of the importance of castling, to escape from an 
attack, and to retort one on the adversary, see Diagram No. 8 (p. 253). 

Check and Checkmate. —The King is said to be in check when he is 
attacked by any Piece or Pawn, for it being a fundamental law of Chess 
that the King can never be taken, whenever any direct attack upon 
him is made, he must be warned of his danger by the cry of check , and 
the player is then compelled either to remove his King out of check , or 
parry the check by interposing a man between the King and the at¬ 
tacking Piece, or capture the checking man. 

When he can do none of these three things, he is Checkmated , and 
the game won by the other side. (See Diagram No. 9.) When the 
King is directly attacked by the Piece played, it is a simple check ; 
but when the Piece moved does not itself give check, but unmasks 
another which does, it is called a discovered check. (See Diagram No. 
8.) The third species of check is named the double check, where the 
King is attacked both by the Piece moved and the one discovered. 
The fourth description is called perpetual check , a case which arises 
when a player has two or more squares on which he can give check, 
and his opponent can only parry one check by affording an opportunity 
for another. If the first player then persists in the repetition of these 
11 * 


250 


CHESS. 


particular checks, the game must he abandoned as drawn. (See Dia¬ 
gram No 10.) 

Doubled Pawn* —When two Pawns of the same color are on the same 
file, the front one is called a doubled pawn. 

Drawn Game. —When neither party can give checkmate, the game 
is drawn. This may arise from several causes, as:—1st. Perpetual 
checdc. 2d. Where there is not sufficient force to effect a mate, as a 
King and a Knight only, or a King and two Knights, &c., &c. 3d- 

Where one party has force sufficient, but is ignorant of the proper 
mode of applying it, and thus fails to checkmate his helpless adversary 
within the fifty moves prescribed by the 22d law. 4th. Where both 
parties persist in repeating the same move from fear of each other. 
5th. Where both parties are left with the same force at the end, as a 
Queen against a Queen, a Rook against a Rook, and the like, when, 
except in particular cases, the game should be resigned as a drawn 
battle. And 6th. When one of the Kings is stalemated. 

En Prise .—When a Piece or Pawn is in a situation to be taken by 
the enemy, it is said to be en prise. To put a Piece en prise, is to play 
it so that it may be captured. 

The Exchange. —When a player gains a Rook for a Bishop or a 
Knight, it is termed winning the exchange . 

False Move. —Any illegal move, such as castling when the King has 
been moved or is in check, moving a Rook diagonally, or a Bishop 
like a Knight, is called a false or an “ impossible” move. 

Fool's Mate. —This is the simplest of all checkmates, being accom¬ 
plished in two moves in the following manner:— 

WHITE. BLACK. 

1. K. Kt. P. to K. Kt’s 4th. 1. K. P. to K’s 4th. 

2. K. B. P. to K. B’s 4th. 2. Q. to K. B’a 5th, checkmate. 

It cannot possibly be given by the first player. 

Forced Move. —When a player has only one legal move at command, 
it is said to be a forced move. 

Gambit. —This word is derived from an Italian phrase in wrestling, 
and signifies a movement by which the adversary is tripped up. In 
Chess, this is attempted by the first player putting a Pawn en prise of 
the enemy early in the game, by which he is enabled more rapidly and 
effectually to develop his superior Pieees. There are several gambits, 
but the most important, and one which includes many others, is the 
King’s gambit., commenced as follows : 


TECHNICAL TERMS. 


251 


WHITE - BLACK. 

1. K. P. to K’s 4th. 1 . K. P. to K’s 4th. 

2. K. B. P. to B’s 4th. 2. P. takes K. B. P. 

The Pawn offered by the first player here at his second move is 
called the Gambit Pawn, and when taken by the adversary the opening 
becomes a gambit. 

The varieties of the gambits are often designated by the names of the 
players, who invented or first brought them into vogue—as t he-Muzio 
gambit, the Salvio gambit, the Allgaier gambit, the Lopez gambit; while 
others obtain their names from the opening moves of the first player, as 
the King’s Bishop’s gambit, which begins thus : 

WHITE. BLACK. 

1. K. P. to K’s 4th. 1. K. P. to K’s 4th. 

2. K. B. P. to B’s 4th. 2. P. takes P. 

3. K. B. to Q. B’s 4th. 

and is so called because the K’s Bishop is played out at the 3d move 
instead of the K’s Knight. 

There is also the Queen’s gambit, of which the opening moves are— 

WHITE. BLACK. 

1. Q. P. to Q’s 4th. 1 Q. P. to Q’s 4th. 

2. Q. B. P. to B’s 4th. 2. P. takes P. 

The gambits are the most brilliant and animated of all the openings, 
full of hair-breadth ’scapes and perilous vicissitudes, but affording an 
infinitude of beautiful and daring combinations. 

“ Giuoco Piano,” a solid and instructive modification of the King’s 
Knight’s game, is of all others the most generally practised by the 
leading players. The opening moves are :— 


WHITE. 

1. P. to K’s 4th. 

2. K. Kt. to B’s 3d. 

3. K. B. to Q. B’s 4th. 


BLACK. 

1. P. to K’s 4th. 

2. Q. Kt. to B’s 3d. 

3. K. B. to Q. B’s 4th. 


To Interpose. —When the King is checked, or any valuable Piece in 
danger from the attack of an enemy, you are said to interpose a man 
when you play it between the attacked and attacking Piece. 

Isolated Pawn .—A Pawn which stands alone, without the support 
and protection of other Pawns, is termed an isolated Pawn. 

J'adoube .—A French expression, signifying “ I arrange,” or “ I re¬ 
place,” which is used by a player when he touches a man merely to 
adjust its position on the board, without intending to play it. (See the 
7th law.) 


252 


CMKSS. 


Minor Pieces. —The Bishop and Knight, in contradistinction to the 
Queen and Rook, are called Minor Pieces. 

The Opposition. —A player is said to have the opposition when he 
can place his King directly in front of the adverse King, with only one 
square between them. This is often an important advantage in ending 
games. 

Party. —From the French partie. Frequently used by modern 
writers instead of the word “ game.” 

Passed Pawn. —A Pawn is said to be a, passed one when the adver¬ 
sary has no Pawn to obstruct its march on the same file, or on either 
of the next files to the right or left. 

Pion Coiffe, or Marked Pawn. —This is a description of odds but 
rarely given, and only when there is a vast disparity between the skill 
of the players. It consists in one party placing a cap or ring on one of 
his Pawns, and undertaking to checkmate his opponent with that par¬ 
ticular Pawn. He is not allowed to Queen the Pawn, and if he loses it, 
or happens to checkmate his opponent with any other man, he forfeits 
the game. The Pawn usually capped is the King’s Knight’s, because 
it can be more readily and effectually surrounded by protecting Pieces. 

To Queen a Pawnor to Advance a Pawn to Queen. —When a player 
has contrived to advance a Pawn to the eighth or last square of the file, 
it assumes the rank and power of a Queen or of any other Piece he 
chooses, and he is then said to have queened his Pawn. (See the 21st 
law.) 

Scholar’s Mate. —A checkmate occasionally given at the opening of 
a game by a practised player to one but little tutored in the science 
The following are the moves :— 

WHITE. BLACK. 

1. P. to K’s 4th. 1. P. to K’s 4th. 

2. K. B. to Q. B’s 4th. 2. K. B. to Q. B’s 4th. 

3. Q. to K. K’s 5th. 3. Q. P. one. 

4. Q. takes K. B. P., giving checkmate. 

Smothered Mate. —A checkmate which is sometimes given by the 
Knight when the adverse King is hemmed in, or smothered , by his own 
forces. (See Diagram No. 11.) 

Stalemate. —When one party has his King so circumstanced that, 
not being at the moment in check, he cannot play him without going 
into check, and at the same time has no other Piece or Pawn to move 
instead, he is said to be stalemated , and the game is considered drawn. 
(See Diagram No. 12.) 

Taking a Pawn en Passant or in Passing. —It has been shown before, 


ILLUSTRATIONS OF TECHNICAL TERMS. 


253 


in speaking of the action of the Pawn, that he is limited in his march 
to one square forward at a time, when not capturing, and one square 
forward diagonally, either to the right or left, when he takes an adver¬ 
sary, but that he has the privilege, on being first played in the game, 
to advance two squares, unless in so doing he pass a square which is 
attacked by a hostile Pawn; in which case the opponent may, at his 
option, permit him to make the two steps forward, and there remain, or 
may capture him in his passage in the same way as if he had moved 
but one step. 

ILLUSTRATIONS OF TECHNICAL TERMS. 

THE OPERATION OF “ CASTLING AND “DISCOVERED CHECK.” 

In Diagram No. 8, the white King is threatened with whatiscalled “a 
discovered check,” that is, his opponent, by removing the Bishop, would 
discover check from the Queen, a proceeding in the present instance, 
which would speedily involve the loss of the game to White. Not 
being at the moment in check, however, and having moved neither King 
nor Rook, and there being no intervening Piece between the King and 
his own Rook, White is enabled to castle, giving check to the adverse 
King at the same time, and win the game easily, for Black has no square 
to which he can move his King, without going into check, and is conse¬ 
quently obliged to interpose his Q. at K. B’s second, or K. B’s third 
square, in either oase being checkmated in two more moves, as you will 
soon be able to see. 


No. 8. 


No. 9. 



WHITE. 


WHITE. 
























254 


CHESS. 


checkmate. (See Diagram 9.) 

The foregoing position shows the appearance of the forces on each 
side towards the end of a game, and will assist to explain the applica¬ 
tion of two or three of the technical terms described in the present 
section, as well as to exhibit the King in a situation of checkmate. You 
already understand that the moves at chess are played by each party 
alternately ; in this case it is White’s turn to play, and he will check¬ 
mate his antagonist in two moves. Place the chess-men on your board 
exactly in the order they stand in Diagram No. 9 ; having done this, sup¬ 
pose yourself to be playing the White men, and take the Black King’s 
Pawn with your Queen, in the manner before shown, i. e., by taking 
the Pawn from the board and stationing your Queen on the square it 
occupied. By this act, you not only take his Pawn, but you attack his 
King, and must apprise him of his danger by calling “ Check” He has 
now two ways only of parrying this check. It is clear he cannot move 
his King, because the only two squares to which he could move without 
going into check are occupied by his own men ; he is forced then 
either to take the Queen, with his K. B.’s Pawn, or to interpose the 
Bishop at King’s second square. If he take the Queen with his K. B’s 
Pawn, you must reply by playing your King’s Bishop (which you will 
know by the color of the diagonal on which he travels) to K. Kt.’s 
sixth square, crying “Check.” Examine the position attentively, and 
you will find that Black has no square to which he can move his King, 
the only vacant one being attacked by your Queen’s Bishop, that he 
has nothing wherewith to take the Bishop that has given check, and 
neither Piece nor Pawn with which to interpose between it and his 
King, and that consequently, he is not only checked, but checkmated. 
In like manner, if, at his first move, instead of capturing your Queen, 
he interposes his Bishop at King’s second square, you immediately 
take the Bishop with your Queen, who is protected by her Bishop, and 
say “ Checkmate.” 

PERPETUAL CHECK. 

Place the men on your chess-board according to Diagram No. 10, sup¬ 
pose yourself to be playing the white Pieces, and that it is your turn 
to move. Your adversary, you will observe, has the advantage in point 
of force, but this is counterbalanced by the situation, which enables 
you to draw the game. To do this, you must first play your Queen to 
one of the three squares where she will check the King, i. e., to K’s 
4th, Q’s 5th, or Q. B’s 6th; it is indifferent which, say, therefore, Q. 


ILLUSTRATIONS OF TECHNICAL TERMS. 


255 


No. 10. 

BLACK. 



to K’s 4th (check). Black has no option, his King cannot move, he 
must interpose his Queen. If now you were to take the Queen you 
would lose the game, on account of his two Pawns ; but instead of 
doing so, you play the Queen to King’s 8th sq., giving check. The 
black Queen must again interpose; you repeat the check at K’s 4th, 
Black can only parry it with his Queen, and you may persist in giving 
the same two checks, ad infinitum. In such cases, the game is resigned 
as “ drawn by perpetual check .” 

smothered mate. (See Diagram 11.) 

This is a familiar example of smothered mate , which you will find can 
be effected by no other Piece than the Knight. White’s first move is, 
Queen to her 5th square, checking. Black is obliged to retreat his 
King to the R’s sq., because, were he to play him to his B’s sq., the 
Q. would checkmate at once. Upon the King retiring, White gives 
check with his Kt. at K. B’s 7th ; this brings the King back again to 
Knight’s sq., and affords to White an opportunity of giving double 
check , which he does by moving the Knight to K. Rook’s 6th, checking 
with both Q. and Knight; as before, the King must go to Rook’s 
sq. ; and now follows a beautiful move—White plays his Queen down 
to K. Kt.’s 8th (next square to the Black King), giving check ; the King 
cannot take on account of the Knight; he is compelled, therefore, to 















CHESS. 


256 


No. 11. No. 12. 


BLACK. BLACK. 



capture with his Rook, and the Knight then gives the smothered mate 
at K. B.’s 7th square. 

stalemate. (See Diagram 12.) 

Here you observe that White has the great advantage of a Queen 
against a Rook ; but with all this, and the move to boot, it is impossible 
for him to do more than draw the game. It is evident that he cannot 
move his Queen from the front of his King on account of exposing him 
to check with the Rook. If he move his King, Black takes the Queen, 
and the game is drawn. And lastly, if he take the Rook with his 
Queen, he places the adverse King in the position before described of 
stalemate. 


THE RELATIVE VALUE OF THE PIECES. 

The Pawn, as the lowest piece in this case of value, is usually con¬ 
sidered as the unit by which to measure the value of the other pieces. 
It is, however, difficult to measure the pieces by this standard. The 
King’s, Queen’s, and Bishop’s Pawns are called the centre Pawns , and 
are of more value than the other Pawns, particularly in the beginning 
and middle of the game. The Rook’s Pawns are considered as least in 
value. 


















LAWS OF THE GAME. 


257 


The Bishops and Knights are considered to be equal in value; and 
are worth rather more than three Pawns. 

A Rook is valued at five Pawns, and may be exchanged for a minor 
piect? and two Pawns, and two Rooks may be exchanged for three minor 
pieces. 

The Queen is equal to two Rooks and a Pawn, and is superior in 
value to any three minor pieces. 

The relative value of the King, from the nature of the game, cannot 
be estimated. His powers of attack, however, from his being able to 
move both in right lines or diagonally, are very considerable. At the 
latter end of the game, his strength materially increases, especially 
when the issue of the struggle is to be determined by Pawn play. 


THE ESTABLISHED LAWS OF THE GAME. 

The following laws have been in use, with some slight exceptions, 
for more than fifty years. In order to give them authority, however, 
they were revised, a few years since, by the London Chess-Club, which 
was established in 1807. They are now adopted and recognized by all 
the clubs and players in the United States: 

I. —The Chess-board must be so placed that each player has a white 
corner square nearest his right hand. If the board has been improper¬ 
ly placed, it must be adjusted, provided four moves only on each side 
have been played. 

II. —If a Piece or Pawn be misplaced at the beginning of the game, 
either player may insist upon the mistake being rectified, if he discover 
it before playing his fourth move, but not afterwards. 

HI.—Should a player, at the commencement of the game, omit to 
place all his men on the board, he may correct the omission before 
playing his fourth move, but not afterwards. 

IY.—If a player, undertaking to give the odds of a Piece or Pawn, 
neglect to remove it from the board, his adversary, after four moves 
have been played on each side, has the choice of proceeding with or 
recommencing the game. 

V. —When no odds are given, the players must take the first move 
of each game alternately, drawing lots to determine who shall begin 
the first game. If a game be drawn, the player who began it has the 
first move of the following one. 

VI. —The player who gives the odds has the right of moving first in 


258 


CHESS. 


each game, unless otherwise agreed. Whenever a Pawn is given, it is 
understood to be always the King’s Bishop’s Pawn. 

VII. —A Piece or Pawn touched mast be played, unless at the mo¬ 
ment of touching it the player say, 11 J'adoube,” or words to that effect; 
but if a Piece or Pawn be displaced or overturned by accident , it may 
be restored to its place. 

VIII. —While a player holds the Piece or Pawn he has touched, he 
may play it to any other than the square he took it from: but, having 
quitted it, he cannot recall the move. 

IX. —Should a player take one of his adversary’s Pieces or Pawns* 
without saying u J’adoube,” or words to that effect, his adversary may 
compel him to take it; but if it cannot be legally taken, he may oblige 
him to move the King; should his King, however, be so posted that he 
cannot be legally moved, no penalty can be inflicted. 

X. —Should a player move one of his adversary’s men, his antagonist 
has the option of compelling him—1st, to replace the Piece or Pawn 
and move his King; 2d, to replace the Piece or Pawn and take it; 3d, 
to let the Piece or Pawn remain on the square to which it had been 
played, as if the move were correct. 

XI. —If a player take one of his adversary’s men with one of his own 
that cannot take it without making a false move, his antagonist has the 
option of compelling him to take it with a Piece or Pawn that can 
legally take it, or to move his own Piece or Pawn which he touched. 

XII. —Should a player take one of his own men with another, his ad¬ 
versary has the option of obliging him to move either. 

XIII. —If a player make a false move— i. e., play a Piece or Pawn 

to any square to which it cannot legally be moved—his adversary has 
the choice of three penalties, viz. : 1. Of compelling him to let the 

Piece or Pawn remain on the square to which he played it. 2, To 
move correctly to another square. 3. To replace the Piece or Pawn 
and move his King. 

XIV. —Should a player move out of his turn, his adversary may 
choose whether both moves shall remain, or the &econd be retracted. 

XV. —When a Pawn is first moved in a game, it may be played one 
or two squares; but, in the latter case, the opponent has the privilege 
of taking it en passant with any Pawn which could have taken it had it 
been played one square only. A Pawn cannot be taken en passant by 
a Piece. 

XVI. —A player cannot castle in.the following cases: — 

1. If the King or Kook have been moved. 


LAWS OF THE GAME. 


259 


2. If the King be in check. 

3. If there be any piece between the King and the Rook. 

4. If the King pass over any square attacked by one of the adver¬ 
sary’s Pieces or Pawns. 

Should a player castle in any of the above cases, his adversary has 
the choice of three penalties, viz.: 1. Of insisting that the move re¬ 

main. 2. Of compelling him to move the King. 3. Of compelling him 
to move the Rook. 

XVII.—If a player touch a Piece or Pawn that cannot be moved 
without leaving the King in check, he must replace the Piece or Pawn 
and move his King; but if the King cannot be moved, no penalty can 
be inflicted. 

XVIII.—If a player attack the adverse King without saying 
“ Check,” his adversary is not obliged to attend to it; but if the 
former, in playing his next move, were to say “Check,” each player 
must retract his last move, and he who is under check must obvi¬ 
ate it. 

XIX. —If the King has been in check for several moves, and it can¬ 
not be ascertained how it occurred, the player whose King is in check 
must retract his last move, and free his King from the check; but if 
the moves made subsequent to the check be known, they must be re¬ 
tracted. 

XX. —Should a player say “ Check,” without giving it, and his ad¬ 
versary, in consequence, move his King, or touch a Piece or Pawn to 
interpose, he may retract such move, provided his adversary has not 
completed his last move. 

XXI. —Every Pawn which has reached the 8th or last square of the 
Chess-board must be immediately exchanged for a Queen, or any Piece 
the player may think fit, even though all the Pieces remain on the 
board. It follows, therefore, that he may have two or more Queens, 
three or more Rooks, Bishops, or Knights. 

XXII. —If a player remain, at the end of the game, with a Rook and 
Bishop against a Rook, with both Bishops only, the Knight and Bishop 
only, &c., he must checkmate his adversary in fifty moves on each side 
at most, or the game will be considered as drawn; the fifty moves 
commence from the time the adversary gives notice that he will count 
them. The law holds good for all other checkmates of pieces only, 
such as Queen, or Rook only, Queen against a Rook, &c., &c. 

XXIII.—If a player agree to checkmate with a particular Piece or 
Pawn, or on a particular square, or engage to force his adversary to 


260 


CHESS. 


stalemate or checkmate him, he is not restricted to any number of 
moves. 

XXIV. —A stalemate is a drawn game. 

XXV. —If a player make a false move, castle improperly, &c., &c., 
the adversary must take notice of such irregularity before he touches a 
Piece or Pawn, or he will not be allowed to inflict any penalty. 

XXVI. —Should any question arise respecting v/hich there is no law, 
or in case of a dispute respecting any law, the players must refer the 
point to the most skilful disinterested bystanders, and their decision 
must be considered as conclusive. 

To these general laws a few hints—useful alike to amateurs and 
players—may be appended. Do not linger with your hand on a Piece 
or Pawn, or over the board, but decide first and move at once. 

Accustom yourself to play with either black or white, and practise 
varxous openings and defences. 

After your King’s Pawn has moved, it is well to move your Pieces 
out before you move other Pawns, or you may be encumbered with 
your own men. 

Avoid useless checks. 

Remember that the object of the game is to checkmate, and not to 
win exchanges. 

Courtesy will suggest to gentlemen looking on that they should not 
interfere with the game. 

Study every move before making one, and look well over the board 
to see what your opponent is about. 

It is not considered the high game to take advantage of an adver¬ 
sary’s obvious mistake. Your practised swordsman never lunges when 
his opponent slips. 

When you see that your game is gone, do not unnecessarily prolong 
it, but give up gracefully and at once. 

Lastly, and most important of all— don’t dispute about trifles ; 

AND—KEEP YOUR TEMPER. 

GENERAL OBSERVATIONS ON THE PIECES. 

From the days of the great Homer, and hence onward to those of 
Philidor and our own times, Chess has been the one single game at 
which all men, from kings and divines to actors and dustmen, could in¬ 
dulge Avithout reproach. To the “Invention and Art of the Chesse,” 
indeed, we find studious men, under all kinds of governments and in 


GENERAL OBSERVATIONS ON THE PIECES. 


261 


nearly all lands, giving their minds with an enthusiasm scarcely corn 
prehensible by the uninitiated. To play well and scientifically at 
Chess is the work of a superior mind, and the capacity to enter fully 
into the merits of the game is a token that the player has, in one re 
spect at least, received a liberal education. 

In Chess every thing depends on skill and knowledge. It cannot be 
played, as other games are, empirically or by rule of thumb. In order, 
therefore, that our readers should be put in possession of the necessary 
knowledge, we propose, in the present chapter, treating of the powers 
of the Pieces. Let us commence with his Majesty. 

The King. —It is rarely good play to move the King about at the 
commencement of a game, but it is often advisable to castle as soon as 
possible. It is generally allowed that it is better to castle on the 
King’s than on the Queen’s side, as your King is less liable to attack, 
in consequence of the smaller space before him, and better able to re¬ 
pel invasion. Should you not have castled previous to an exchange of 
Queens, it is often advisable to move your King instead. In such case 
the King’s Bishop’s second square, being well defended by Pawns, 
is a good situation. After castling, do not be in any hurry to move 
your Pawns from before the King, or you may have to move his 
Majesty forward in order to defend them. When the principal Pieces 
are removed from the board the King becomes a valuable and active 
agent either in attack or defence. For instance, you cannot easily 
checkmate with a Rook and Bishop, or Rook and Knight, without the 
assistance of the King. Be careful not to lose the Pawn in front of 
your King, as it may shield him from attack. Some players will even 
sacrifice a Knight or a Bishop in the early part of the game to obtain 
the removal of this Pawn after their opponents have castled, depend¬ 
ing on the chances of the game to win back the exchange. This we 
do not think advisable, except you are opposed to an inferior player. 
Between equal players the odds of a minor piece are sufficient to in¬ 
sure the victory. It is generally considered good play to give check 
early in the game, if by that means you force the King to move, and 
so prevent his castling. But it is bad, decidedly bad play, to check 
without some real object, or with a single piece. Always have some 
probable advantage in view in giving check. It is useless to repeat 
the check with a single piece if your opponent’s King is enabled to 
move back to his former place, except, indeed, you check in order to 
prevent your opponent retorting upon you with a fierce attack. In 
such a case the player who has the first attack can generally compel a 


262 


CHESS. 


drawn game by giving perpetual check; but, for our own part, when 
we find that we cannot win, we try as hardly as we can to obtain a 
draw. In answering a check, cover your King with a piece that at¬ 
tacks the checking piece, where that is possible; or with a piece of 
equal value, as a Queen to a Queen, a Bishop to a Bishop, as in these 
cases you may gain a slight advantage by exchanging. The best piece 
with which to cover a Queen’s attack is the Bishop. But never, if ; 
there be any other safe move, interpose a superior piece to that which 
gives the check. It should not be forgotten that when the game is re¬ 
duced to a King and two or three Pawns, he who manoeuvres best must 
win—or draw. The careful player will be cautious in defending his 
Pawns and preventing those belonging to his opponent from going to 
Queen. As this double operation, however, is not always possible, it 
then becomes a matter of calculation as to which player Queens first. 
As before stated, Kings cannot stand next each other; a square must 
always intervene. 

The Queen. — : This,’the “Achilles of the chequered field,” as Pon- 
ziani has aptly styled it, is the most powerful piece on the board. 
Uniting in her own person the powers of the Queen, Rook, Bishop, and 
Pawn, she is capablef generally, of winning a game against any two 
inferior pieces. But, in handling the Queen, the young player will 
do well not to expose her to unnecessary risk. Avoid playing your 
Queen in front of your King in all cases where the latter may be as 
well defended by a less valuable piece. At the same time do not re¬ 
move her too far from her royal spouse. It is poor and weak play to 
bring out the Queen early in the game, or to make an attack with her 
unsupported by other pieces. Every time your adversary forces your 
Queen to retire by approaching it with inferior pieces, you lose a move 
and weaken your power of offence, besides allowing your opponent to 
bring his own pieces into play. Do not be over-anxious to win a dis¬ 
tant Pawn with your Queen, as it may happen that such a course will 
carry her too far from the scene of action. Many a skilful player will 
allow you to take a Knight’s or Bishop’s Pawn with a view to draw 
your Queen from her supporters. We have won many a game by this 
ruse. Don’t be led into that trap without you can rush back to your 
former place after making a successful foray. Beware lest your Queen 
and a minor piece be forked by a Knight or Bishop, as such a move 
generally results in your loss of a piece ; be careful also not to get 
your Queen on the same diagonal with your King, as it allows the op¬ 
posing Bishop a strong attack. Playing away from your own half of 


GENERAL OBSERVATIONS ON THE PIECES. 


263 


.he board frequently causes the Queen to be pinned by a Bishop, or a 
Bishop and a Knight; in which case the power of your principal 
piece is materially lessened, if not altogether rendered nugatory. In 
fine, your Queen when supported, is all powerful ; alone, she is liable 
to attack, and her force is materially lessened. We have noticed that 
with many good players it is the custom to exchange Queens at an 
early stage of the game. This we cannot but think very absurd ; as, 
except you win by the exchange—though it be only a Pawn—or bring 
the opposing King into an awkward or exposed position, you merely 
weaken your game by this mode of play. It cannot be advantageous 
to an army to lose its generalissimo at the commencement of the battle. 
Chess is not a duel, but a general fight, in which each soldier acts an 
important part, according to his rank. Marco Girolamo Yida, in his 
essay on Chess, says that the Queen should be kept on the board at 
almost any risk; and we think so too. 

The Rook or Castle is, next to the Queen, the most important 
piece on the board. In the early part of the game he has not many 
opportunities for action, but towards the end, after the removal of the 
Queen from the board, he is ail-important. When the battle-field be¬ 
comes thinned, and the game tolerably forward, then is the time to 
bring your Rooks into active play. It is a too common fault, especially 
with young players, to change Rooks early in the game, forgetful of 
the fact that a King can mate with a single Rook, but not with two 
Knights unsupported by Pawns. As soon as you have an open file be¬ 
fore you, it is well that you should defend it against attack by doubling 
your Rooks ; that is to say, placing one Rook in front of the other on 
the same line. In this position, either for offence or defence, they are 
quite equal, or indeed more than equal, to a Queen. But while you are 
thus careful of your own Rooks, endeavor, if possible, to prevent your 
adversary from doubling his, either by pushing forward a Pawn or at¬ 
tacking the square with a Knight or Bishop. Should your opponent 
play one of his Rooks on an open file already defended by one of your 
Rooks, it is generally better to defend your position than to exchange 
pieces, without you perceive an evident advantage in the exchange. It 
is often good play to post one of your Rooks on your adversary’s second 
rank, because it prevents the forward march of his King, and obliges 
him to defend his position instead of attacking yours. Towards the 
end of a game this is often a decisive move, especially with a Rook 
opposed to a Bishop or Knight. But in a case of this kind you must 
not allow your King to remain idle, as he is a good support to a Rook. 


264 


CHESS. 


At the same time you must be careful not to get your Rook on the same 
diagonal with your King, as in such a position you would be liable to 
capture from a Bishop, in giving check. When your Rooks are doubled 
and in possession of an open file, should your adversary endeavor to 
attack them, defend the position, as the Rooks support each other ; the 
attacking party cannot win by the exchange without he brings a third 
piece to bear, in which case, without you also can defend your Rooks, 
exchange without hesitation. It is a very powerful reason for bringing 
your pieces early into play that the Rooks are almost useless at home, 
and cannot be advantageously worked except in a tolerably clear field. 

The Bishop. —A very able soldier is this representative of the Church 
militant, especially in conjunction with a Knight. Remember, also, 
that two Bishops at the end of a game are strongei than two Knights, 
though a single Knight is probably of greater value than a single Bishop. 
It is generally conceded that the King’s Bishop is slightly superior to 
the Queen’s, in the beginning of the game; as not only can it be 
brought into play at once, and so placed as to attack the King’s weak-I 
est position, the King’s Bishop’s Pawn, but it can check the adverse' 
King on his own square, and also after he has castled. It is often,' 
therefore, good play to offer to exchange your Queen’s Bishop or 
Queen’s Knight for your adversary’s King’s Bishop, at the commence- \ 
ment of the game, as already observed. The best place for the King’s 
Bishop is at the Queen’s Bishop’s fourth square, attacking the adverse • 
King’s Bishop’s Pawn. The next best place for the Q. B. is the Q.’s 
third square ; but this position is rarely tenable till the Queen’s Pawn 
has been moved, though circumstances may arise in which it would be 
advisable to occupy that square. Should your adversary, when your 
Bishop is at Q. B.’s fourth square, provoke an exchange, by playing 
his Q. B. to his King's third, it must depend altogether on the circum¬ 
stances of your game whether it is well to accept the challenge ; for, 
although you double the Pawns on his King’s file, you also give him 
an open range for his Rook after he has castled. When, therefore, it 
is not prudent to accept the proffered Bishop, the best play will be to 
Q. Kt.’s third. It is not well, either, to advance your Q.’s Pawn one 
step only before bringing out your K's B., because, in that case, you 
only leave him the King’s second square to retreat to. Should you, 
at the close of the game, be strong in Pawns, you should endeavor to 
get rid of the adverse- Bishops, as they retard the progress of your 
Pawns often more effectually than either an opposing Rook or Knight. 
Should you remain with two or three Pawns and one Bishop, it should 


GENERAL OBSERVATIONS OF THE PIECES. 


265 


be your endeavor to keep your Pawns on the squares reverse to the 
Bishop’s range, so as not to obstruct the action of the latter, and pre¬ 
vent the approach of the adverse King. Should you, however, have 
the worst of the game, it is generally better to place your Pawns on 
the same color as the Bishop’s, so that his reverence may defend them. 
Never lose sight of the power possessed by the Bishop—that of pinning 
an adverse Knight or Kook ; and do not too hastily exchange your 
Bishops for the Knights, although generally, in average positions, 
ranked of equal value. 


1 

38 

31 

44 

3 

46 

29 

42 

32 

35 

2 

39 

30 

43 

4 

47 

3? 

8 

33 

26 

45 

6 

41 

28 

34 

25 

36 

7 

40 

27 

48 

5 

9 

60 

17 

56 

11 

52 

19 

50 

24 

57 

10 

63 

18 

49 

12 

53 

61 

16 

59 

22 

55 

14 

51 

20 

58 

23 

62 

15 

64: 

21 

54 

13 


1. By M. Montemort. 


40 

9 

26 

53 

42 

7 

64 

29 

25 

52 

41 

8 

27 

30 

43 

6 

10 

39 

24 

57 

54 

63 

28 

31 

23 

56 

51 

60 

1 

44 

5 

62 

50 

11 

38 

55 

58 

61 

32 

45 

37 

22 

59 

48 

19 

2 

15 

4 

12 

49 

20 

35 

14 

17 

46 

33 

21 

36 

13 

18 

47 

34 

3 

16 


3. By M. Mairan. 


1 

34 

49 

22 

11 

36 

39 

24 

1 

21; 

10 

35 

50 

23 

12 

37 

40 

48 

33 

62 

57 

38 

25 

2 

13 

9 

20 

51 

54 

63 

60 

41 

26 j 

32 

47 

58 ' 

61 

56 

53 

14 

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19 

8 

55 

52 

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64 

27 

42 | 

46 

31 

6 

17 

44 

29 

4 

15 | 

7 

18 

45 

30 

5 

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43 

28 


2. By M. Demoivre. 


25 

22 

0° 

t- 

co 

35 

20 

47 


38 

9 

24 

21 

52 

7 

34 

19 

23 

26 

11 

36 

59 

48 

5 

46 

10 

39 

62 

51 

56 

53 

18 

33 

27 

12 

55 

58 

49 

60 

45 

4 

40 

63 

50 

61 

54 

57 

32 

17 

13 

28 

1 

42 

15 

30 

3 | 

44 

64 

41 

14 

29 

2 

43 

16 

31 


4. By M. W-. 


The Knight is the piece next in importance to the Bishop. In the 
hands of some players it is even superior to the Bishop towards 
12 
















































































































































































































































































266 


CHESS. 


the end of the game. The Knight’s singular moves render all cal¬ 
culations in which he takes part very difficult. His power of over¬ 
leaping pieces and Pawns, and attacking in the very heart and centre 
of the adverse position ; the facility he possesses of becoming danger¬ 
ous without putting himself en prise ; the fact that he can, in one move, 
give check and fork another piece, and that his check is not avoided 
by interposing a piece, as in the case of an attack from a Queen, Rook, 
or Bishop, renders him a very dangerous enemy. In the hands of 
skilful players, the Knight is a powerful piece. It is possible for him 
to pass from any particular square to every square on the board. This 
curious problem has engaged the attention of many savans; and as it is 
a matter of curiosity, and is usually inserted in every book on Chess, 
we introduce it here. The diagrams on page 265 show four ways in which 
the feat may be accomplished. In the first and second the Knight 
starts from one of the upper angles, and covers every square on the 
board ; in the third, he starts from nearthe centre ; and in the last from 
the Q. B. P.’s square. 

A little examination will show that the plan of Demoivre is at once 
the simplest and the easiest to remember. Its principle Consists in 
filling up as far as possible, the two outer bands, and not entering the 
central squares till there is no other method of moving the Knight from 
the place he occupies. In solving the problem by this method, the 
Knight’s move may be said to be almost constrained. When he 
arrives at square 61, it is entirely optional whether he moves to square 
64, and thence to 63, and end at 62, or pass to 62 and so to 63, and end 
at 64. In the last plan, that of M. W-, a captain in a Polish regi¬ 

ment of dragoons, the solution must depend nearly entirely on memory. 
The principle of his moves is, however, in some measure, circular. In 
each and all of the plans the Knight is debarred from passing twice on 
the same square. In practising these moves of the Knight—very useful 
for acquiring a full knowledge of his power on the chess-board—the 
student should place a counter or mark on every square on which the 
Knight rests. 

In playing the Knight—we now resume his regular moves ’ in the 
game—it is seldom considered advisable to move on to the Rooks’ files, 
as the power of the Knights is considerably diminished at the side of 
the board. The best place for the King’s Knight, at the beginning of 
a game, is the K. B’s third square, because it then attacks your adver¬ 
sary’s King’s Pawn after it has moved two Squares, and also prevents 
the adverse Queen from playing to your K. R’s fourth—a position 



GENERAL OBSERVATIONS ON THE PIECES. 


26 


hr 

I 


which is frequently one of constraint and danger to your King. We 
thmk it an error to suppose (as many writers on Chess do) that the 
Knight should not be played to the Bishop’s third square before the 
Bishop's Pawn has been moved, and that, therefore, it should be played 
to the King’s second square. This latter move generally leads the way 
to a bad and awkward game. The Queen’s fourth square is usually con¬ 
sidered a good attacking position for the Queen’s Knight. The Queen’s 
third is also an advantageous position for the Knight, especially if tha 
adverse Q’s Pawn be still at his own square. Beware of a fork by the 
Knight, as in almost all such cases you lose by the exchange. When 
your Q’s Kt. has been played to Q. B’s third square, it is often advi¬ 
sable to bring him by K’s second to K. Kt’s third, whence he can 
easily move to K. B’s fifth. Beware, too, of a smothered mate , which 
is given by the Knight when your King is in such a position as to be 
Jaemmed in or confined by his own pieces. (See page 255.) 

A favorite opening, called the Guioco Piano, is made in the King’s 
Knight’s game, thus :— 


WHITE. 

1. P. to K. 4th. 

2. K. Kt. to B. 3d. 

3. K. B. to Q. B. 4th. 


BLACK. 

1. P. to K. 4th. 

2. Q. Kt. to B. 3d. 

3. K. B. to Q. B. 4th. 


Do not forget that, at the end of a game, a Knight with three or four 
Pawns, is more powerful than a Bishop possessing an equal force of 
Pawns, since the Knight can attack on either color, while check from 
the Bishop can be avoided by the adverse King keeping off the squares 
of his color. The several openings for the King’s Knight are known 
as the King’s Knight’s Game, Guioco Piano, Evans’ Gambit, and 
the Scotch Gambit, to each of which we shall allude in subsequent 
pages. 

The Pawn is the least valuable piece on the board. It is usual to 
call the King, Queen, and Rook, superior pieces, the Bishop and Knight 
minor pieces , and the Pawns men. 

A few hints as to the conduct of his Pawns will be very useful to the 
young player. Mr. Staunton gives the following excellent advice as 
to the manner of playing them:—“ It is advisable generally so to play 
your Pawns that they shall not retard the movements of your own 
pieces, and yet obstruct, as much as possible, those of your opponent. 
Most players, therefore, strive to occupy the centre squares of the 
board with their Pawns pretty early in the game. But you should not 
be too eager to advance two Pawns abreast in the middle of the field 


268 


CHESS. 


until you are able to maintain them there, either with superior pieces or 
other Pawns. When you have two Pawns so advanced, should your 
adversary attack one of them with a Pawn of his, it is sometimes better 
to push the Pawn attacked another square than to take his Pawn; but 
you must always be careful of advancing your Pawns too far, because 
unless supported, they are almost sure to fall. Pawns, early in the 
game, are usually better at their fourth squares than at their sixth. In 
an open game—that is, where both parties play P. to K’s 4th at the. 
beginning—it is not generally prudent to move the K. Kt’s Pawn, 
or Q. Kt’s Pawn, early in the opening, but you may do so advanta¬ 
geously in most of the close, debuts. As your K. B.’s Pawn is the most 
vulnerable point, always have an especial eye to that, until, by castling 
on your K’s side, you have given it the support of a R. as well as the 
K. ; and after castling be wary of advancing the Kt’s Pawn that is 
before your K. When your Pawns stand in a line diagonally , take 
more than ordinary care to preserve the topmost Pawn, and never forget 
that Pawns united have great power, and, isolated , very little. Be 
careful of advancing your Pawns far forward on either side until you 
see on which your adversary castles. Keep in mind that a passed Pawn 
is an advantage almost always when supported by another Pawn ; that 
a doubled Pawn is not, in every case, a disadvantage, if united with 
other Pawns ; that a Pawn being less in value than a piece, it is mostly 
better to defend with it than the latter ; that two Pawns in any situation ■■ 
can protect themselves against a King ; and, finally, forget not, when 
the end of a game approaches, where you have Pawns, or even a Pawn 
against a minor piece, that you may win, but that your antagonist , ex- ■ 
cept in the rarest cases , never can.” \ 


PRELIMINARY GAME. 

Preparatory to the investigation of the several endings and openings 
treated of in the following pages, it may not be uninstructive to give a 
short game which shall exhibit the application of some technical phrases 
in use at chess, and at the same time show a few of the most prominent 
errors into which an inexperienced player is likely to fall. 

In this game, as in all the analyses which follow, the reader will be 
supposed to play the White Pieces and to have the first move, although, 
as it has been before remarked, it is advisable for you to accustom your¬ 
self to play with either Black or White, for which purpose it is well 



PRELIMINARY GAME. 


269 


to practice the attack, first with the White and then with the Black 
Pieces. 

W1IITE - BLACK. 

1. K. P. to K’s 4th. 1. K. P. to K’s 4th. 

When the men are first arranged in battle order, it is seen that the 

only Pieces which have the power of moving are the Knights, and that 
to liberate the others it is indispensably necessary to move a Pawn. 
Now, as the King’s Pawn, on being moved, gives freedom both to the 
Queen and to the King’s Bishop, it is more frequently played at the 
beginning of the game than any other. You will remember, in speak¬ 
ing of the Pawns it was shown that on certain conditions they have 
the privilege of going either one or two steps when they are first 
moved. 

2. K. B. to Q’s B’s 4th. 2. K. B. toQ’s B’s 4th. 

Thus far the game illustrative of the King's Bishop's opening is cor¬ 
rectly begun. Each party plays his King’s Bishop thus, because it 
attacks the most vulnerable point of the adverse position, viz., the 
King's Bishop's Pawn. 

3. Q. B. Pawn to B’s 3d. 3. Q, Knight to B’s 3d. 

In playing this Pawn your object is afterwards to play Queen’s 
Pawn to Queen’s 4th square, and thus establish your Pawns in the 
centre ; but Black foresees the intention, and thinks to prevent its 
execution by bringing another Piece to bear upon the square. 

4. Q. Pawn to Q's 4th. 4. Pawn takes Q’s Pawn. 

5. Q. B’s Pawn takes Pawn. 5. K. B. takes Pawn. 

Here you have played without due consideration. Black’s third 
move of Queen’s Knight to Bishop’s third square was a bad one, and 
afforded you an opportunity of gaining a striking advantage, but omit¬ 
ting this, you have enabled him to gain a valuable Pawn for nothing. 
Observe, now, your reply to his third move was good enough (4. 
Queen’s Pawn to Queen’s 4th square), but when he took your Pawn 
with his, instead of taking again, you ought to have taken his King's 
Bishop's Pawn with your Bishop, giving check : the game would then 
most probably have gone on thus:— 

5. K. B. takes K. B's Pawn (ck.) 5. K. takes Bishop. 

6. Queen to K. B's 5th (ck.) 6. K. to his B's square. 

7. Queen takes K. Bishop (ck.) 

In this variation, you see Black has lost his King’s Bishop’s Pawn, 
and what is worse, has lost his privilege of castling , by being forced to 


270 


CHESS. 


move his King ; and although for a moment he had gained a Bishop 
for a Pawn, it was quite clear that he must lose a Bishop in return by 
the check of the adverse Queen at King’s Rook’s 5th square. It is true 
that he need not have taken the Bishop, but still his King must have 
moved, and White could then have taken the King’s Knight with his 
' Bishop, having always the better position. 

But now to proceed with the actual game :— 

6. K. Knight to K. B’s 3d. 6. Queen to K. B’s 3d. 

Bringing out the Knight is good play ; you not only threaten to win 

his Bishop, but you afford yourself an opportunity of castling whenever 
it may be needful. Black would have played better in retiring the 
Bishop from the attack to Queen’s Knight’s 3d square than in supporting 
it with the Queen. 

7. Knight takes Bishop. 7. Queen takes Knight. 

Both parties played well in their last moves. You rightly took off 

the Bishop, because supported by the Queen he menaced your Queen’s 
Kt’s Pawn, and Black properly retook with his Queen instead of the 
Knight, because having a Pawn ahead, it was his interest to exchange 
off the Queens. 

8. Q. Knight to Q’s 2d. 8. K. Knight to B’s 3d. 

You played correctly here in not exchanging Queens, and also in 
protecting your Bishop and your King’s Pawn, both of which were 
attacked by the adverse Queen; but all this might have been done 
without impeding the movements of any of your Pieces, by simply 
playing Queen to King’s 2d sq.; as it is, the Knight entirely shuts 
your Queen’s Bishop from the field. Black properly brings another 
Piece to the attack of your King’s Pawn :— 

9. K. B’s Pawn to B’s 3d. 9. Q. Knight to King’s 4th. 

In protecting the King’s Pawn with your K. Bishop’s Pawn, you 
are guilty of a very common error among young players; as you 
improve, you will find that it is rarely good play to move the King’s 
Bishop’s Pawn to the third square—in the present instance, for example, 
you have deprived yourself of the power of castling, at least for some 
time, since the adverse Queen now commands the very square upon 
which your King, in castling on his own side, has to move. Black’s 
last move is much more sensible. He again attacks your Bishop, and 
by the same move brings his Q’s Knight into co-operation with the 
King’s, on the weak point of your position :— 


PRELIMINARY GAME. 


271 


10. Pawn to Q. Kt’s 3d. 10. Q. takes Queen’s Rook. 

This is a serious blunder indeed. In your anxiety to save the 

threatened Bishop, which you feared to withdraw to Q, Kt’s 3d sq., on 
account of the adverse Knight’s giving check at your Queen’s 3d square, 
you have actually left your Q’s Kook en prise! Black takes it, of 
course, and having gained such an important advantage, ought to win 
easily. 

11. Castles ( i . e.. plays K. to his Kt’s sq., 11. Q’s Kt. takes Bishop, 

and Rook to K. B’s sq.) 

12. Kt. takes Kt. 12. Castles. 

13. Queen to her 2d. 13. Q. B’s Pawn to B’s 4th. 

Your last move is very subtle ; finding the mistake that Black had 
committed in not retreating his Queen directly after winning the Rook, 
you determine, if possible, to prevent her escape by gaining command 
of all the squares she can move to. Seeing the danger, Black throws 
forward this Pawn to enable him, if possible, to bring the Queen off, by 
playing her to her 5th sq., giving check. 

14 Bishop to Q. Kt’s 2d. 14. Q. takes Q. R’s Pawn. 

This move of the Bishop is well timed; it does not, to be sure, pre¬ 
vent the Queen from escaping for a move or two, but it gives you an 
attack, and very great command of the field. 

15. Q. to K. Kt’s 5th. 15. Knight to K’s sq. 

Very well played on both sides. By playing the Queen to K. Kt.’s 
5th, you threatened to win his Knight by at once taking it with your 
Bishop, which he could not retake without opening check on his King. 
Instead of so moving, you might have played the Knight to Q. Rook’s 
5th sq., in which case, by afterwards moving the Rook to Q. Roo ;’s 
square, it would have been impossible for his Queen to get away. 

16. Q. to King’s 3d. 16. K. R’s Pawn to R’s 3d. 

You prudently retreated your Queen to guard her Knight’s Pawn, 

which it was important to save, on account of its protection to the 
Knight Black played the King’s R’s Pawn to prevent your Queen 
returning to the same post of attack. 

IT. K. R’s P. to R’s 3d. IT. K. to his R’s sq. 

Here are two instances of what is called “ lost time” at chess, neither 
move serving in the slightest degree to advance the game of the player. 
That you should have overlooked the opportunity of gaining the 
adverse Queen was to be expected. Similar advantages present them¬ 
selves in every game between young players, and are unobserved. 


272 


CHESS. 


18. K. B’s Pawn to B’s 4th. 18. Q. Kt’s Pawn to Kt’s 3d. 

Again you have failed to see a most important move; you might have 
taken the K. Eook’s Pawn with your Queen, giving check safely, 
because Black could not take your Queen without being in check with 
your Bishop, All this time, too, your opponent omits to see the 
jeopardy his Queen is in, and that as far as practical assistance to his 
other Pieces is concerned, she might as well be off the board. 

19. K. Kt's Pawn to Kt’s 4th. 19. Q. Kt’s Pawn to Q. Kt’s 4th. 

Your last move is far from good. By thus attacking your Knight, 
Black threatens to win a Piece, because upon playing away the Knight 
you must leave the Bishop unprotected. 

20. Pawn to K. Kt’s 5th. 20. Pawn takes Knight.- 

Although your Knight was thus attacked, it might have been saved 
very easily. In the first place, by your taking the adversary’s Q. B’s 
Pawn, threatening to take his K’s Rook, on his removing which, or inter¬ 
posing the Q’s Pawn, you could have taken the Pawn which attacked 
your Knight; or, in the second place, by moving your Queen to her 
2d square. In the latter case, if Black ventured to take the Knight, 
you would have won his Queen by taking the K. Kt’s Pawn with your 
Bishop, giving check, and thus exposing his Queen to yours. Black 
would have been obliged to parry the check, either by taking the 
Bishop or removing his King, and you would then have taken his 
Queen. This position is very instructive, and merits attentive exami 
nation. 

21. B. to Q. B’s 3d. 21. Pawn takes Q. Kt’s Pawn. 

22. Pawn to K. B.’s 4th. 22. Pawn to Q. Kt’s 7th. 

In such a position, the advance of your King’s flank Pawns is a process 
too dilatory to be very effective. 

23. Pawn to K. B.’s 5th. 23. Pawn to Q. Kt’s 8th, becoming a Queen. 

Now the fault of your tortoise-like movements with the Pawns be 

comes fatally evident. Black has been enabled to make a seconc 
Queen, and has an overwhelming force at command. 

24. Kook takes Queen. 24. Queen takes Kook (check). 

You had no better move than to take the newly-elected Queen, for twt 
Queens must have proved irresistible. 

25. King to his Kt’s 2d. 25. Kt. to Queen’s 3d. 

26. K. Kt’s Pawn to Kt’s 6th. 26. P. takes Pawn. 

27. P. takes Pawn. 27. Bishop to Q. Kt’s 2d. 

Here you have another remarkable instance of lost opportunity. At 


ENDINGS OF GAMES. 


273 


your last move you might have redeemed all former disasters by check¬ 
mating your opponent in two moves. Endeavor to find out how this 
was to be accomplished. 

2S. K. E’s Pawn to E’s 5th. 28. Knight takes King's Pawn. 

29. Bishop to King’s 5th. 29. Kt. to K. Kt’s 4th (discovering check). 

Up to Black’s last move you had still the opportunity of winning the 
game before mentioned. 

80. King to Kt's 3d. 30. K’s Eook to B’s 6th (ch.) 

81. King to E’s 4th. 81. Q. to K’s Bishop’s 4th. 

At this point you were utterly at the mercy of your antagonist, but 
fortunately he wanted the skill to avail himself properly of his vast supe¬ 
riority in force and position, or he might have won the game in half a 
dozen different ways. 

32. Q. takes Eook. 32. Q. takes Queen. 

33. B. takes K. Kt.’s Pawn, (ch.) 33. King takes Bishop. 

This was your last chance, and its success should serve to convince 
you that in the most apparently hopeless situations of the game there 
is often a latent resource, if we will only have the patience to search it 
out. By taking the Bishop Black has left your King, who is not in 
check, no move without going into check, and as you have neither Piece 
nor Pawn besides to play, you are stalemated, and the game is Drawn. 

If thoroughly acquainted with the information contained in the 
preceding sections, you may now proceed to the consideration of the 


ENDINGS OF GAMES. 

Let us now see how we may most easily effect checkmate. One of the 
great faults observable in the practice of young players is the want o* 
care displayed by them in the ending of otherwise well-played games. 
It is a frequent observation that, towards the end of the game, the ama¬ 
teur makes a number of useless moves : in other words, that he is a long 
time in discovering the way to checkmate his opponent. This arises, 
very commonly, from want of care rather than want of knowledge. 
The greatest possible circumspection is required in particular endings. 
The object for which you have been striving for an hour or two may 
be, and frequently is, sacrificed to a single false move. IIow often 
has it happened to the young player that, just as he fancies he has the 
game in his hands, his opponent walks down with a Queen or Castle, 
and snatches the victory out of his grasp ! Or, how frequently does it 
occur that all our care may be thrown away, and all our plans defeated, 
by the insidious approach of some well-supported Knight or Pawn, or 
12 * 


274 


C11 ESS. 


the clever advance of the rival King ! The student will do well, there¬ 
fore, to make himself acquainted with the various positions that occur 
m the endings of games. In simple checkmates, in which a single 
King is opposed by a King and Queen, a King and Rook, a King. 
Rook, and Rishop, a King, Bishop, and Knight, &c., little difficulty 
can occur; but you must remember that rule of the game which gives 
to your opponent the right of demanding a checkmate in fifty moves ; 
failing which, the game is drawn. 

QUEEN AND KING AGAINST A KING. 

In a checkmate by a Queen and King against a single King, all that 
is necessary for the player to do is to prevent the march of the adverse 
King beyond a particular line by posting his Q. at one end of that line. 
He then advances his King so as to allow his opponent no escape, and 
mates. In the following position, for instance, you can give mate in 
two moves. But you must beware that you do not allow a stalemate , 
which is a drawn game. (See Diagram 1.) 

Diagram 1. Diagram 2. 


BLACK. BLACK. 



In this case, the proper play is for the white to move his Q. to the 
R’s seventh, when the black K. must move to the white square; then 
the white Q. moves up to K’s seventh and says mate. If the white 
King had been moved on to his sixth, a stalemate would have been the 

























ENDINGS OP GAME. 


275 


consequence. It will be seen that nothing is easier than to checkmate 
with a King and Queen against a King. Indeed, between even players, 
the side possessing only the King would at once retire. 

KING AND KOOK AGAINST A KING. 

To mate with a King and Rook against a King is almost as 
easy. The first step is to confine the opposite King to a given number 
of lines, and then advancing your King and Rook till the enemy is fairly 
driven to the side of the board. When you have so driven him, and 
placed your King in front of him , all that you have to do is to give 
check and mate. Without detailing the precise moves, it will be suffi¬ 
cient for the tyro to place the two Kings and the Rook on the board, 
and play. It will be found that the King cannot, by any means, pro¬ 
long the game beyond eighteen or twenty moves. In fact, the K. and 
R. can always mate when opposed to a single King, in about twenty 
moves. It is sometimes good play to advance with the King in front 
of the Rook. In the position (Diagram 2), mate may be given in three 
moves. 

To mate in three moves in a position like this, it is necessary to 
move your Rook one square beyond your King on either side, when 
the black King must move in the opposite direction, and cannot ad¬ 
vance on the second line, because of the opposing monarch. 

You then move your R. back again on the same line, one square be 
yond that occupied by the black K., which obliges him to resume his 
position opposite your K. You then advance your R. to the eighth 
line, and mate. With the Kings opposite each other, it matters little 
from which square of the fourth line the Rook starts. 

In giving mate with a Queen or Rook against a single King, remember 
that one check only is absolutely necessary, In some situations, however, 
it will be found that a close check will drive your opponent to the side 
or top of the board more quickly than by simply advancing your King 
and supporting him with the Rook. 

We have seen how a King and Queen may win against a King, and 
also how a King and Castle may mate a single King. These are the 
usual and most simple means of winning a game. When Pieces are 
engaged against Pieces, or Pawns against Pawns, then it becomes a 
more difficult matter to mate within the stipulated number of moves. 

TWO BISHOPS AND A KING AGAINST A KING. 

It is genenTly considered that a King against a King and two 


276 


CHESS. 


Bishops ought to draw the game. But this is a mistake; the two 
Bishops ought to compel a mate within, at any rate, about thirty moves. 
The great difficulty is to drive the opposing King to the side of the 
board, and then to fix him in one of the corner squares. 

To do this, you must bring your own King into active play, and sup¬ 
port every move of your Bishops by advancing him so as to prevent the 
escape of your opponent. Place the Kings on their own squares, and 
the Bishops also in their proper positions as at the commencement of 
a game, and try in how many moves mate can be accomplished. With 
young players, the usual plan is to give a great number of checks. 
This is altogether wrong; for, if the game be played in its integrity, 
only the three or four last moves need to give check. 

In the position indicated, the two Bishops are nearly equal to a 
Queen, and they should, therefore, be played in such a way as to pre¬ 
vent the advance of the adverse King into the centre of the board. 
The best moves to begin with are K. B. to K. R. third, and Q. B. to 
K. B. fourth, after which you gradually advance your King till you 
have driven your opponent to his Rook’s square and command the 
white square, your Rook’s seventh, with your own King on the Knight’s 
sixth. Having attained this position, you bring up your Bishops, and 
mate in three moves. But if your opponent possesses a Pawn, then 
the chances of his making a drawn game of it are greatly increased, as 
he may drive it forward so as to interrupt the march of your King, and 
oblige you to defend your position with a Bishop. The following dia 
gram (see Diagram 3) will explain the matter more clearly. 

KING, BISHOP, AND KNIGHT, AGAINST A KING. 

To checkmate with a King, Bishop, and Knight, against a King is 
still more difficult. Indeed, with most players it would be given up as 
a drawn game. Without you can drive the adverse King into a corner 
of the board, and that corner is commanded by your Bishop, mate 
within the fifty moves is impossible. Of course, it would seem that the 
opponent’s King had only to keep off the opposite Bishop’s color to 
avoid checkmate; but this is not so easy as you might suppose. Place 
a King in either of his Rook’s square, with the opposite side arranged 
thus: K. on B’s sixth, B. on his fifth, and Kt. on his fifth, and you 
will find that, with about half a dozen checks, you may mate in about 
twenty moves. (See Diagram 4.) 


ENDINGS OF GAMES. 


277 


Diagram 3. 


BLACK. 



EXPLANATION 

"WHITE. 

1. K. B. to K. R’s 3d. 

2. Q. B. to K. B’s 4th. 

3. K. to his 2d. 

4. K. to K. B’s 3d. 

5. K. B. to K. B's 5th. 

6. K. to his Kt’s 4th. 

7. K. to his Kt’s 5th. 

8. K. to his B’s 6th. 

9. Q. B. to Q. B’s 7th. 

10. K. B. to Q’s 7th. 

11. K. to his Kt’s 6th. 

12. Q. B. to Q’s 6th (ch.) 

13. K. B. to K’s 6th (ch.) 

14. Q. B. checkmates. 


Diagram 4. 


BLACK. 



OF DIAGRAM 3. 

BLACK. 

1. K. to Q’s sq. 

2. K. to K’s 2d. 

8. K. to K. B.’s 3d. 

4. K. to K’s 2d. 

5. K. to K. B's 3d. 

6. K. to his 2d. 

7. K. to Q’s sq. 

8. K. to K’s sq. 

9. K. to B’s sq. 

10. K. to Kt’s sq. 

11. K. to B’s sq. 

12. K. to Kt’s sq. 

33. K. to R’s sq. 


1 . 

2 . 

3. 

4. 

5. 

6 . 

7. 

8 . 
9. 

10 . 

11 . 

12 . 

13. 

14. 

15. 

16. 
17. 
IS. 


EXPLANATION OF DIAGRAM 4. 


"WHITE. 

Kt. to K. B’s 7th (ch.) 

B. to K’s 4th. 

B. t.o K. R’s 7th. 

Kt. to K’s 5th. 

Kt. to Q's 7th (ch.) 

K. to his 6th. 

K. to Q’s 6th. 

B. to K. Kt’s 6th (ch.) 

Kt. to Q. B’s 5th. 

K. B. to his 7th. 

Kt. to Q. Kt’s 7th (eh.) 

K. to Q. B’s 6th. 

K. to Q. Kt’s 6th. 

B. to K’s 6th (ch.) 

Kt. to Q. B’s 5th. 

B. to Q’s 7th. 

Kt. to Q. R’s 6th (ch.) 

B. to Q. B’s 6th (checkmate). 


BLACK. 

1. K. to Kt’s sq. 

2. K. to B’s sq. 

3. K. to his sq. 

4. K. to his B’s sq. 

5. K. to his sq. 

6. K. to Q’s sq. 

7. K. to his sq. (best). 

8. K. to Q’s sq. 

9. K. to Q. B’s sq. 

10. K. to Q’s sq. 

11. K. to Q. B’s sq. 

12. K. to Q. Kt’s sq. 

13. K. to Q. B’s sq. 

14. K. to Q. Kt’s so 

15. K. to Q. B’s sq 

16. K. to Q. Kt’s sq. 

17. K. to Q. R’s sq. 

























278 


CHESS. 


When, however, the King has a Pawn or two the mate is sometimes 
easier, as his Pawns impede him, and, at the same time, prevent your 
allowing him to claim a draw by a stalemate. 

In the Palamede, the following position occurs, which shows how 
comparatively easy it is to give mate with a Q. B. and Kt. against a 
Iv. and P. The upper squares belong to the black. (See Diagram 5.) 


Diagram 5. Diagram 6. 



4. K. to Q. E. 6th. 4 . p. t 0 Q. Kt. 6th. 

5. B. to Q. 6th. 5 . p. to Q. Kt. 7th. 

6. Kt. checkmates. 

It will be seen, on playing the above moves, that, had white failed 
to check with his Kt., the P. would have gone to Queen, and probably 
won the game. 

TWO KNIGHTS AND A KING AGAINST A KING 

cannot, under any circumstances, force a mate; but if it happen that 
the adverse King possesses a Pawn or two, then checkmate may be 
sometimes attained, even though his Pawn is able to Queen. As before 
observed, a King and a minor Piece cannot checkmate. With a Bishop, 
Pawn, and King against a King, or a King and Pawn against a King, 























ENDINGS OF GAMES. 


279 


or a King, Kniglit, and Pawn against a King, it often becomes a mat¬ 
ter of great difficulty to avoid a stalemate. 

In the foregoing position (see Diagram 6), if the black moves first, 
the white wins ; if the white moves, the game is drawn. 

You will perceive that, if black moves first, he must move on one of the 
black squares, when the Pawn is pushed forward to the seventh square, 
without giving check. It may be observed, as a general rule, that if 
the King can advance to the sixth square with a Pawn on either side 
of him, he can force a mate. If the white, in this case, moves first, he 
must either advance his Pawn or move his King behind or away from 
the Pawn. In either case, a drawn game would be the result. 

. Many positions might be given of these odds, but we prefer leaving 
them to the ingenuity of our readers. 


TWO PAWNS AND KING AGAINST A KING. 

Two Pawns on squares next each other ought always to win against 
a single King. With a single Pawn, however, on the Rook’s file, a 
drawn game must always result if the game be properly played. 


A PAWN AND MINOR PIECE AGAINST A KING. 


A Pawn supported by a minor Piece ought always to win against a 


single King; but positions occur i: 
against a King, Knight, and Pawn, 
pie (see Diagram 7) : 

Diagram 7. 


BLACK. 



which a King can draw the game 
The following is a notable exam- 

Diagram 8. 


BLACK. 



WHITE. 


WHITE. 





















280 


CHESS. 


In all endings of games, in which there are Pieces and Pawns on 
both sides, it often becomes a matter of considerable difficulty for 
either side to win. With ordinary players, the strongest side wins, as 
a matter of course; but it sometimes happens that the inferior Pieces 
win against the superior, or draw the game by stalemate or perpetual 
check. It may, however, be stated, as an invariable rule, that the 
Queen can always win against any one inferior piece, and usually 
against two. An examination of the following positions will be found 
extremely useful to the young player. 

QUEEN AGAINST BISHOP OR KNIGHT. 

The Queen wins against a Bishop or Knight, except when the latter 
has the power of sacrificing the inferior Piece, and making a drawn 
game. Examine the following position. Black playing, draws the 
game 

WHITE. 

K. at his R. 6th.. 

P. at R. 5th. 

Q. at K. B. 3d. 

QUEEN AGAINST A ROOK. 

The Queen wins against a Rook in all the usual positions, as it has 
the power of giving check at an angle, and at the same time commands 
the Rook’s place. 

KING AND QUEEN AGAINST KING, ROOK, AND KNIGHT. 

The King and Queen against King, Rook, and Knight, in the centre 
of the board, cannot win, as the Rook or Knight has always the power 
of interposing and forcing an exchange. This is allowed to be a drawn 
game. The King can always move out of Check, or cover the Queen’s 
' Check. 


BLACK. 

K. at his R. sq. 
Kt. at Q. 3d. 


QUEEN AGAINST ROOK AND PAWN. 

The Queen wins against a Rook and Pawn, except in some particular 
positions, when the latter can compel a draw. 

Many ingenious problems have been invented, in which the inferior 
may force a drawn game against the superior Pieces. As a rule, how¬ 
ever, the Queen wins against any two inferior Pieces. In actual play. 



ENDINGS OF GAMES. 


281 


the Queen ought to win against two Bishops or two Knights. But it 
must be remembered that the power of the Bishops in combination is 
almost equal to that of a Queen, especially when it is considered that 
the one King can never pass the squares defended by the Bishops, and 
that, on receiving check, the other can always move out of danger 
without sacrificing one of his Pieces. Par example: in the following 
position, quoted by Staunton, from the “ Handbook” of Bilguerand Yon 
der Laza, the Bishops are able to draw the game in spite of all the 
efforts of the opposing Queen :— 


WHITE. 

K. at his Kt. 4th. 
Q. at her E. 4th. 


BLACK. 

K. at his Kt. 2d. 
B. at K. Kt. 3d. 
B. at his 3d. 


The moves of the Bishop’s game are thus given, White playing 
first :— 


WHITE. 

1. Q. to Q. Tth (ch.) 

2. Q. to K. 6th. 

3. K. to K. B. 4th. 

4. Q. to Q. 7th (ch.) 

5. Q. to K. 8th (ch.) 

6. K. to Kt. 4th. 

7. Q. to K. 6th. 

8. Q. to Q. 7th (ch.) 

9. Q. to K. 8th (ch.) 
10. K. to E. 5th. 


And the game is drawn. 


BLACK. 

1. K. to B. or Kt. sq. (best). 

2. K. to Kt. 2d. 

3. B. to K. K. 2d. 

4. K. to Kt. 3d. 

5. K. to Kt. 2d. 

6. B. to Kt. 3d. 

7. B. to E. 2d. 

8. K. to Kt. 3d. 

9. K. to Kt. 2d. 

10. Q. B. to K. B. 4th. 


It is shown however, that, had the Black moved one of his Bishop s 
first instead of his King, the White would have won—the Queen, in a 
few moves, being able to win one of his Bishops, and destroy Black’s 
defence. 

It is generally considered, that the Queen can win against two 
Knights. It is, however, the opinion of the author of the “Handbuch” 
that this decision is open to argument. The matter is fully investi¬ 
gated in the “ Chess-player’s Chronicle,” and various illustrations are 
there given of the power of the Knights to draw the game. In the 
foregoing position (see Diagram 8), for instance, the White cannot 
win if the Black has the move. Of course, the White wins if it moves 
first. If the King can be forced into a corner, as in the following dia¬ 
gram (see Diagram 9), it does not much matter where the opposing 
Queen is placed, as the King can always move out of check without 


282 


CHESS. 


disturbing the position of the Knights. If, however, the black King 
leaves his Knight’s or moves on to the Rook’s file, he loses his posi¬ 
tion, and subsequently the game. With regard to the Knight’s defence 
against a Queen, it has been generally considered that they should 
support each other; but, says Yon der Laza, who may be said to be 
the inventor or discoverer of this mode of defence? “ It is even more 
easy to draw the game with two Knights against the Queen than with 
two Bishops. The whole secret of the Knight’s defence consists in 
placing them before their King in the same position as the Bishops ; 


Diagram 9, 

BLACK. 


Diagram 10. 

BLACK. 



that is to say, side by side, and not so that they may defend each 
other.” In illustration of this argument, the author gives the move 
consequent on various positions ; but these, in our limited space, we 
cannot afford to quote. Suffice it, that he establishes the fact that the 
two Knights can compel the Queen to draw the game, though, under 
no circumstances, can they win themselves. 


QUEEN AGAINST A BISHOP AND KNIGHT. 

The Queen wins against a Bishop and Knight, except in some peculiar 
situations where the King, as in Diagram 10, can be pinned in a 
corner, when a drawn game is the consequence. What does it matter 
where the Queen is placed in a position like this ? 

Here it is plain that, on whatever square the Queen moves, the black 
King has the power of getting out of check without disturbing the 






















ENDINGS OF GAMES. 


283 


position of his Bishop and Knight; or, if it be necessary to interpose 
either of these Pieces, in order to cover the Queen’s Check, the White 
King gains nothing, because his opponent always has the power to 
resume his position. Great care is, however, necessary in situations 
of this kind, because the slightest error will lead to the loss of one of 
the inferior Pieces. It may, however, be taken as a general rule, that 
the Queen wins against any two minor Pieces, especially if they are 
not closely supported by their King, or when they are at a distance 
from each other. 


Diagram 11. 


Diagram 12. 


BLACK. 


BLACK. 


WHITE. 


WHITE. 



In some cases, the Queen wins against a Queen and Pawn , or against 
a Pawn alone. But numerous situations occur in which it is a matter 
of extreme difficulty to prevent a drawn game, or even a loss of your 
Queen. Mr. Lewis gives the above as an instance in which the 
Black, with the move, ought to win. (See Diagram 11). It would seem 
that the White cannot move his Queen without allowing the Pawn to 
advance. 

What, then, does White do ? If he gives check, Black interposes 
his Queen, which he is enabled to do ad infinitum: If White takes the 
Pawn, he loses his Queen, and the game. 

Black must protect his Pawn’s place ; he therefore moves— 

BLACK. WHITE. 

1. Q. to her Kt. 4th. 1. K. moves. 

2. K. to his 8th. 2. Q. to Q. E. sq. (ch.) 

8. Pawn Queens, and wins. 


















284 


CHESS. 


Many positions might be given in which the Queen and Pawn are 
compelled to accept a draw against the Queen alone. In the foregoing 
case (see Diagram 12), the White draws the game, having the move, 
against two Queens. 

Here the Black, being in check, must either interpose his Queen or 
Queen his Pawn, which allows the White to give perpetual check: but 
if, instead of changing the Pawn for a Queen, the Black changes it for 
a Knight, we are not quite certain that the White can force a draw by 
perpetual check; but, on the other hand, White always has the power 
of changing Queens, and a drawn game is inevitable, because Black 
cannot mate with a King and Knight. 

With the Queen off the board, the endings of games become more and 
more complicated, still, with equal players, equality of Pieces and Pawns 
ought to insure a draw. In some situations, however, the position of 
either player’s pieces gives him such an advantage as renders the win¬ 
ning of the game a simple certainty within a given number of moves. 

With Rook against Rook, a Drawn Game is inevitable; as it 
being impossible to mate with a Rook except the Kings be opposite 
each other, as I have already shown (except when one King is in the 
corner), the opposing Rook has nearly always the power of giving 
check, and so preventing the loss of the game or exchanging pieces, 
and making a draw, 

A Bishop ought always to draw the game against a Rook. 
With the Bishop to interpose, it is nearly impossible to force your 
adversary’s King into a square opposite to your own King. But the 
Bishop, in this case, should not be kept too near your King, as it is 
possible to give check, and, by the same move, attack the Bishop. 
Philidor says that the only secure place for the King belonging to the 
weaker party is the Black square next the Black corner when the 
Bishop moves on the White, and vice versa , as, in this case, the King 
cannot be forced out of the corner when he has once retreated to it. 

Examine the following position, and you will see that it is impossible 
for the Rook to win : 

WHITE. 'BT.ACIJ^ 

K. at his R. Sth. K. at nis R. 3d. 

K. B. at Kt. Sth. q. e. at his 7th. 


In the following position, White, with the move, mates in seven 
moves :— 



ENDINGS OF GAMES. 


285 


WHITE. 

K. at his Q. 7th. 
E. at K. 2d. 

P. at Q. Kt. 2d. 
P. at E. 6th. 


BLACK. 

K. at his E. sq. 

B. at his K Kt. sq. 
P. at K. E id. 

P. at Q. Kt. 5th. 


The two Pawns on the Knight’s file have nothing to do with the 
position, except to provide a move for the Black. 


A EOOK AGAINST KNIGHT 

is usually considered a won game. It often happens, however, that the 
Knight is able to force a draw. 

In the following position (see Diagram 13), Black draws the game : 


Diagram 13. Diagram 14. 

BLACK. BLACK. 



It will be seen that Black always has the power of interposing his 
Knight to cover the Rook’s check, or of moving his King in case of 
the Rook running over to the other side. But if the Black King can be 
driven into a corner, the Rook wins. So long as the weaker force 
retains the centre squares of any of the side lines, he is safe. In the 
case of a Bishop against a Rook, it was shown that the corner square 
was the place of safety. With a Knight opposed to a Rook, however, 
the case is reversed —medio tutissimis ibis. 

THE EOOK USUALLY LOSES AGAINST TWO KNIGHTS AND A BISHOP, 
OE TWO BISHOPS AND A KNIGHT, 

But if the Rook be supported by a Pawn or two, he ought to wm. 






















286 


CHESS. 


ROOK AND PAWN AGAINST ROOK 

ought to win ; but it often happens that the weaker force is enabled to 
draw the game, especially when the King is in front of the Pawn. Mr. 
Staunton gives several instances in which the Rook loses against one, 
two, or three Pawns. Usually, however, the Rook can so frequently 
give check, that he can force the opposite King away from his Pawns, 
in which case the Rook wins. If, however, a King or Queen’s Pawn 
can be advanced to its 7th square, and is well defended by its King, it 
may sometimes win against a Rook, or even against a Queen, or, at any 
rate, obtain a draw, by stalemate or perpetual check. Two Pawns, 
united at their sixth squares, must win against the Rook. 

Two Rooks against one ought to win, and generally do, except in 
some peculiar situations. In Stamma’s famous position—(see Dia¬ 
gram 14)—it is evident that, having to play first, Black wins in a single 
move ; and, even without the move, it would seem that he can draw the 
game, because White cannot, by the same move, defend the checkmate 
and protect his rook. We can show, however, that in this position the 
White can win the game. 

WHITE. 

1. R. to K. R. 5th. 

2. R. to Q. R. 6th (ch). 

3. R. to Q. R. 5th (ch). 

4. R. takes R. and wins 

And if the Black declines to take the offered Rook, the White wins 
directly. 

ROOK AND PAWN AGAINST A BISHOP 

ought to win, in spite of the interposing power of the latter. In Phili- 
dor’s famous position—(See Diagram 15),—Black can draw the game 
if the White makes the slightest slip. Yarious modes of attack for 
White are given by the players, but it is only by the greatest care that 
the Rook can win. 

It has, at length, been admitted that the King , Boole, and Bishop 
cannot force a checkmate against a King and Book. The solution of 
this interesting question is due to Herr Kling, who, in an elaborate 
treatise, has proved to demonstration that the Rook can always draw 
the game against a Rook and Bishop. Our space will not allow us to 
further allude to this remarkably ingenious examen, but, after repeated 
trials and experiments, we are forced inevitably to Herr Kling’s conclu • 


BLACK. 

1. R. takes R. 

2. K. moves. 

3. K. moves. 


ENDINGS OF GAMES. 


287 


sion, namely, that Rook and Bishop against a Rook constitute a drawn 
| game . 



WHITE (TO PLAY). 


Diagram 16. 

BLACK. 


Diagram 15. 

BLACK. 


ROOK AND KNIGHT AGAINST ROOK. 

The Rook ought to draw the game against Rook and Knight. This 
is the usual opinion, but Mr. Forth has demonstrated the superiority 
of the two pieces over the one. The following position is given by that 
gentleman as an instance in which White ought to win in about twenty 
moves :— 


WHITE. BLACK. 

K. at K. B. 6th. K. at his sq. 

R, at Q. Kt. 7th. Q. R. at his sq. 

Kt. at K. 4th. 

“ It will be seen,” says Mr. Forth, “ that when the Black King«is on 
the Rook’s, Knight’s or Bishop’s squares, it is comparatively easy to 
force the game ; but the difficulty is materially enhanced when he is 
on the King’s or Queen’s squares, where it is at present an undecided 
question whether mate can be forced in general situations. The posi¬ 
tions where the Rook and Knight exercise the greatest power are those 
in which the adverse Rook is on the same part of the board as that On 
which the Kings stand, and the White Knight can be moved to the 
squares next to his King for the purpose of interposing when check is 
given. Such situations are, for the most part, decisive. Great care 

















288 


CHESS. 


must, however, be taken to keep the Kings near to each other, that time 
may not be lost in gaining the opposition at the right moment.” 

Between equal players, games which are left with a King and the 
same number of Pawns on either side, may generally be considered as 
drawn. And if we allow only their original value to the Pawns, such 
a result would be almost invariable ; but the power possessed by the 
Pawn of exchanging for a Queen, or any other piece, on reaching its 
eighth square, renders such endings extremely interesting, and some¬ 
times very complicated. It often happens that a good player will 
change away his pieces for others of equal value, in order, when he has 
a superiority of Pawns, to fight out his game with the Pawns alone. In 
such cases, the greatest circumspection is necessary, as the slightest 
mistake on either side will result in the loss of the game. Nothing- 
shows a good player’s skill so well as a perfect handling of his Pawns, 
and it is in the indifference with which an amateur sacrifices them that 
his want of knowledge is exhibited. It is exceedingly difficult to convey 
upon paper the proper method of playing Pawns, so much depends on 
the way in which they are supported by their King and each other, and 
the force that is brought against them. And it is only by a careful 
examination of critical situations, combined with actual experience 
derived from actual play, that the amateur can hope to attain excel¬ 
lence in the management of his Pawns. Instances innumerable might 
be given of games lost through carelessness in regard to the situation 
of Pawns. Mr. Staunton gives, in his excellent book, a very remarka¬ 
ble instance in which a game was lost, by simple inadvertence, in the 
great match which was played in Paris, in 1843. (See Diagram 16), 

Here Mr. Staunton (the Black), instead of taking the White Queen’s 
Pawn with his King, as he should have done, and won the game, moved 
his King to its fifth square, and lost. As will be seen, on playing out 
the game, this little slip enabled the White to Queen his Pawn and win. 
Had'Mr. Staunton played the game out in its integrity, the following, 
as given by the great player himself would have been the result: 


WniTE. 

2. K. to Q. sq. (best). 

3. P. to K. Kt. 4th. 

4. K. to his sq. 

5. P. to K. Kt. 5th. 

6. P. to K. Kt. 6th. 

7. P. to K. Kt. 7th. 

8. P. queens. 

9. K. takes P. 

10. Q. takes Q. 


BLACK. 

1. K. takes P. 

2. K. to Q. 6th. 

3. P. to K. 7tL (ch.) 

4. K. to Q. B. 7th. 

5. K. takes Q. Kt. P. 

6. P. to Q. B. 6th. 

7. P. to Q. B. 7th. 

8. P. queens and checks. 

9. Q. to Q. B. 5th (ch.) 

10. P. takes Q. and must win. 




.ENDINGS OF GAMES. 


289 


However, not'to multiply examples, it may be said that, as a rule, 
King and Pawn against King and Pawn is a drawn game , except in the 
instance of the Pawn Queening, and giving Check at the same move, 
when the game is usually won by a succession of Checks. 

TWO PAWNS AGAINST ONE. 

Two Pawns usually win against one, though numerous instances are 
known in which the single Pawn is enabled either to win or draw the 
game. In the following case, for example, the game is drawn, no 
matter which side moves first: 

WHITE. 

K. at his Kt. 5th. 

K. Kt. P. at his 4th 

K. E. P. at his 4th. 

If, however, the White King had been on his Bishop's 4th, he must 
win with the move. 

A King and Two Pawns against a King and two Pawns is 
commouly a drawn game, but as against passed Pawns , the superior 
force ought always to win, as it is almost impossible to prevent one of 
the Pawns going to Queen. 

Greco’s celebrated position of a King and three passed Pawns against 
an equal force has usually been considered a drawn game. But it has 
been demonstrated by M. Szen and others that, in the following posi¬ 
tion (see Diagram 17), White must win : 

Diagram 17. 


BLACK. 



BLACK. 

K. at his Kt. 2d. 
K. E. *\ at his 2d. 


13 











290 


CHESS. 


With, the White King placed on his Queen’s square, and the other 
Pieces as above, the side which first plays wins. This is the position 
that was generally assumed by the concealed player, who directed the 
moves of Maelzel’s celebrated “ automaton.” It will be recollected 
that the automaton always insisted on the first move, and that he 
seldom played complete games. In fact, the games played in Europe 
and America by the automaton were skilfully devised “ end games,” 
the property or invention of Stamma, Lolli, and the veteran Lewis, 
who, in his youth, was himself engaged as the actual player. They 
were games carefully selected to give the automaton, with the move , a 
won game. Schlumberger, or Mulhouse, the last director of this scien¬ 
tific sham, lost several games, in this country, against ordinary players, 
and so destroyed the automaton’s reputation for invincibility. The 
secret of the concealed player at last oozed out, and the mechanism of 
the wonderful Turk fell into disrepute. 


OPENINGS OF GAMES. 

As the endings of games are often of more importance than the 
several methods of opening them, we gave them first; but it must not 
be considered that the opening of a game is a matter of slight conse¬ 
quence. On the contrary, success frequently depends on the first 
dozen moves. A careful study, therefore, of the various approved 
openings is of the greatest importance to the youthful player. 

The principal modes of beginning the game are the following: 

1 The Knight’s opening, thus— 

WHITE. 

1. K. P. to K. 4th. 

2. K. Kt. to K. B. 3d 

2. The King’s Bishop’s opening— 

WHITE. BLACK. 

I. K P. to K 4th. 1. K. P, to K 4th. 

% K. B. to Q. B. 4th. 

3. The Queen’s Bishop’s Pawn’s opening— 

WHITE. 

1. K. P. to K. 4th. 

2. Q. B. P. to B. 3d. 


BLACK. 

1. K. P. to K. 4th. 


BLACK. 

1. K. P. to K. 4th. 


OPENINGS OE GAMES. 


291 


4. The King’s Gambit— 

wnITE * BLACK. 

1. K. P. 2. 1. K. P. 2. 

2. E. B. P. 2. 2. P. takes P. 

Many varieties of these four openings on the King’s side are known • 
as, for example, Captain Evans’s Gambit, the Guioco Piano, the Scotch 
Gambit, the Damiano, the Muzio, the Lopez, and the Allgaier Gambits. 
The openings on the Queen’s side are less interesting. The principal 
is the Aleppo or Queen's Gambit, which is as follows : 


WHITE. BLACK. 

1 P. to Q. 4th. 1. P. to Q. 4th. 

2. P. to Q. B. 4th. 2. P. takes P 

When the offered Pawn is taken, that constitutes the Gambit—the 
word, as we have already explained, is derived from an Italian term used 
in wrestling. Of course the game may be varied by the second player 
refusing to take the Pawn. In the Queen’s Gambit, for instance, it is 
considered that the best move for the second player is to refuse the 
Pawn, and play P. to K’s third. This was the practice of Salvio, the 
great Italian player, and it has been adopted, with variations, by 
M’Donnell, La Bourdonnais, Mr. Staunton, Mr. Morphy, the great 
American player, and others. Let us examine the King’s Gambit, 
which, after all, is the best and safest opening for the young player 


0 - 


K. P. 2. 
K. P. 2. 


K B. P. 2. 
P. takes P.. 


The King’s Gambit is also known as the King’s Knight’s Gambit, when 
the third move is King’s Knight to Bishop’s third square. This open¬ 
ing leads to many brilliant sorties in the hands of adroit players After 
accepting the Gambit, the best defence to the Knight’s attack is to 
advance your Pawn to King’s Knight’s fourth square; or you may 
play Pawn to Queen’s fourth, or Pawn to King’s Bishop’s fourth, or 
K. B. to Q. B. fourth, and the chances of the game will be equal. 
Examine the following game for the result of this method : 



292 


CHESS. 


KING’S GAMBIT. 


1. 

P. to K’s 4. 

1. P. to K’s 4 

2. 

P. to K. B’s 4. 

2. P. takes P. 

3. 

K’s Kt. to B’s 3. 

3. P. to K. Kt’s 4. 

4. 

K’s B. to Q’s B. 4. 

4. B. to K. Kt’s 2. 

5. 

Castles. 

5. P. to K. E’s 3. 

6. 

P. to Q’s 4 

6. P. to Q’s 3. 

7. 

P. to Q’s B. 3. 

7. P. to Q. B’s 3. 

8. 

Q. to her Kt’s 3. 

8. Q. to K’s 2. 

9. 

P. to K’s Kt’s 3. 

& P. K. Kt’s 5. 

10. 

Q’s B. takes P. 

10. P. takes Kt. 

11. 

R. takes P. 

11. Q’s B. to K. 3. 

12. 

P. to Q’s 5. 

12. Q’s B. to K. Kt’s 5. 

13. 

P. takes Q’s B’s P. 

13. B. takes E. 

14. 

P. takes Kt’s P. 

14 Q. takes K’s P. 

15. 

P. takes R. (become a Q.) 

15. Q. takes Q. 

16. 

B. takes K’s B’s P. (ch.) 

16. K. to B’s sq. 

17. 

B. takes Kt. 

17. E. takes B. 

18. 

B. takes Q’s P. (ch.) 

18. K. to K’s sq. 

19. 

Q. to K’s 6 (ch.) 

19. K. to Q’s sq. 

20. 

Q. to K’s 7 (ch.) 

20, K. to Q’s B’s sq. 

21. 

Q. to Q’s B’s 7 (mate). 



THE KING’S KNIGHT’S 

OPENING. 


WHITE. 

BLACK. 

i. : 

P. to K. 4th. 

P. to K. 4th. 


2. K. Kt. to B. 3d. 


The Knight attacks the advanced Pawn. The usual defence to this 
opening is to advance the Q’s Kt. to Bishop’s 3. Philidor's celebrated 
defence is to advance the P. to Q. 3, thus: 


wniTE. 

1. P. to K. 4th. 

2. K. Kt. to B. 3d. 


BLACK* 

1. P. to K. 4th. 

2. P. to Q. 3d, 


which leaves the games quite equal. Petroff's defence to this opening 
is ingenious, and worth studying. Instead of bringing the Q’s Kt. out, 
he advances the K’s Kt. 


WHITE. 

1. P. to K. 4th. 

2. K. Kt. to B. 3d. 


BLACK. 

1. P. to K. 4th. 

2. K. Kt. to B. 3d, 


which is a variation of the Damiano G-ambit, where the Pawn is ad¬ 
vanced to K. B. 3. The celebrated Russian declares that this is the 


OPENINGS OF GAMES. 


293 


best answer to Knight’s attack. This, however, has been doubted, as 
the third move taken strengthens the power of the attacking party. 
Then there is the Counter Gambit , thus : 


WHITE. BLACK. 

1. P. to K. 4th. 1. P. to K. 4th. 

2. K. Kt. to B. 3d.- 2. P. to K. B. 4th. 

The following is the opening known as 

THE GUIOCO PIANO. 

WHITE. BLACK. 

1. P. to K. 4th. 1. P. to K. 4th. 

2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 

3. K. B. to Q. B. 4th. 8. K. B. to Q. B. 4th. 

Here the Black plays a perfectly safe game; but its strength depends 
on the answer he gives to his opponent’s fifth move. If White advance 
his P. to Q. third, it is best, perhaps, for Black to take P. with P.; but 
if White brings his K. Kt. to his 5th square, then Black had better cas¬ 
tle, and the game is equal. Many variations of this opening occur in 
the experience of every player. We come now to— 

CAPTAIN EVANS’S GAMBIT. 

This is a clever variation of the Guioco Piano, and was invented by 
the fine player whose name it bears. It is as follows: 


"WHITE. 

1. P. to K. 4th. 

2. K. Kt. to B. 3d. 

3. K. B. to Q. B. 4th. 

4. P. to Q. Kt. 4th. 


BLACK. 

1. P. to K. 4th. 

2. Q. Kt. to B. 8d. 

3. K. B. to Q. B. 4th. 

4. B. takes Q. Kt. P., 


which last move of the Black constitutes the gambit. You see the 
Bishop or Knight must take the Pawn, or else retreat with the Bishop. 
This fine opening brings the attacking player’s Pawns into the centre 
of the board, and yet leaves him room to attack the adverse K. with 
both Q. and Q. B. It is a most powerful opening, and can scarcely 
be resisted. Mr. Staunton in his “ Handbook,” has several illustra¬ 
tions of the proper modes of replying to this opening; but in all, the 
White, or rather the first player, has the advantage. Then we have— * 


THE KNIGHT’S DEFENCE, 


WHITE. 

1. P. to K. 4th. 

2. K. Kt. to B. 3d. 

3. K. B. to Q. B. 4th. 


BLACK. 

t. P. to K. 4th. 

2. Q. Kt. to B. 3d. 

3. K. Kt. to B. 3d, 


294 


CHESS. 


which is also a variation, like the Scotch Gambit, of the Guioco Piano, 
and was invented by Gianutio, who flourished in the middle of the six¬ 
teenth century. Next there is— 

HUY LOPEZ’S GAME. 

WniTE. BLACK. 

1. P. to K. 4th. 1. P. to K. 4th. 

2. K. Kt to B. 3d. 2. Q. Kt. to B. 3d. 

3. K. B. to Q. Kt. 5th. 3. K. Kt. to B. 3d, 

vhich is also a strong game, if well supported; but it often leads to a 
rapid exchange of Pieces, and in the hands of a poor player, a rather 
dangerous adventure. 

THE SCOTCH GAMBIT 

varies the Knight’s opening, by advancing the Q. P. two squares at 
the third move. It is certainly one of the best replies to the Knight’s 
opening yet discovered. It is also called the Queen's Pawn Game , and 
was first brought prominently into notice in the celebrated match by 
correspondence between the London and Edinburgh clubs some years 
since. Black must take the advance Q. P., or consent to be in a very 
bad position. If the player acting on the defence declines the gambit, 
he endangers his game, which is not certainly the case with the other 
gambits in this opening. Most writers, however, agree with Lolli, that 
the White’s best 4th move is to take the Kt., when Black takes Kt. 
with P. Many ingenious variations of this opening are given by the 
principal writers on chess. 

It is but a simple variation of the Guioco Piano, and may be con¬ 
sidered a safe way of commencing a game. These are the moves : 

WHITE. BLACK. 

1. P. to K. 4th. 1. P. to K. 4th. 

2. K. Kt. to B. 3d. 2. Q. Kt. to B. 3d. 

3. Q. P. 2. 

This third move of the White gives the name to the opening, and 
when Black takes the offered Pawn, the .gambit is complete. Both 
Morphy and Staunton consider the advance of the Q. P. quite sound, 
and often adopt it. A clever variation of the Q. P’s opening is that 
invented by Cochrane. Thus : 

WHITE. BLACK. 

8. P. takes P. 

4 B. checks. 

5. P. takes P. 


4. K. B. to Q. B. 4th. 

5. P. to Q. B. 3d. 

6. P. takes P. 


OPENINGS OF GAMES 


295 


The sixth move of the White is that invented by Cochrane. It is very 
pretty, but will not stand, for if Black plays K. B. to Q. R’s 4, White 
is obliged to push on his K. P. To this Black responds with his Q. P. 
two (St. Ament’s move), or with his Iv. Kt. to K’s 2d, the move pro¬ 
posed by Major Jaenisch, the famous German analyst. The Q. P. 1 
move is, by some considered unsound. An examination of the follow¬ 
ing illustrative game, in which each player moves his Q. P. two squares, 
will show that Mr. Staunton is right; 


BETWEEN MESSRS. MORPHY AND LICHTENHEIN. 

The American Chess Tournament. 


WHITE (ME. LICHTENHEIN). 

1. P. to Q. 4th. 

2. P. to Q. B. 4th. 

3. Q. Kt. to B. 3d. 

4. K. Kt. to B. 3d. 

5. P. to K. 3d. 

6. P. to Q. R. 3d. 

7. Q. P. takes P. 

8. P. to Q. Kt. 4th. 

9. Q. B. to Kt. 2d. 

10. Q. Kt. to Kt. 5th. 

11. Q. Kt. to Q. 4th. 

12. Q. Kt. takes Q. Kt. 

13. K. B. to Q. 3d. 

14. Kt. to Q. 2d. 

15. Q. takes Kt. 

16. K. B. to K. 4th. 

17. K. takes Q. 

18. Q. B. to K. 5th. 

19. K. B. to Q. B. 6th. 

20. P. to Q. Kt. 5th. 

21. Q. B. to B. 7th. 

22. K. takes P. 

23. Q. B. takes R. 

24. K. to Q. 2d. 

25. Kt. P. takes Q. B. 

26. R. takes B. 

27. P. to Q. R. 4th. 

28. P. to Q. R. 5th. 

29. R. takes P. 

30. P. to K. B. 3d. 

31. R. takes B. P. and the game 


BLACK (ME. MOKPHY), 

1. P. to Q. 4th. 

2. P. to K. 3d. 

3. K. Kt. to B. 3d. 

4. P. to Q. B. 4th. 

5. Q. Kt. to B. 3d. 

6. K. B. to Q. 3d. 

7. K. B. takes P. 

8. K. B. to Q. 3d. 

9. Castles. 

10. K. B. tc K. 2d. 

11. K. Kt. to K. 5th. 

12. Kt. P. takes Q. Kt 

13. P. to Q. B. 4th. 

14. Kt. takes Kt. 

15. Q. P. takes P. 

16. Q. takes Q. 

17. Q. R. to Kt. sq. 

18. Q. R. to Kt. 4th. 

19. Q. R. to Kt. 3d. 

20. Q. B. to Kt. 2d. 

21. P. to B. 6th (ch.) 

22. Q. B. takes K. B. 

23. K. B. to B. 3d (ch.) 

24. R. P. takes B. 

25. B. takes Q. R. 

26. R. to Q. B. sq. 

27. R. takes B. P. 

28. Kt. P. takes P. 

29. P. to K. Kt. 3d. 

30. R. to Q. Kt. 3d. 

drawn. 


THE MUZIO GAMBIT. 

This celebrated gambit is an offspring of the King’s Gambit, and 
turns on the sacrifice by the first player of a Knight, in order to secure 


296 


CHESS. 


a strong position. Whence it derived its name, we are not able to say; 
but various great writers have examined this gambit with a view to test 
its soundness. “In the two defences,” says Staunton, “to the King’s 
Gambit by Salvio and Cochrane, when the second player for his fourth 
move advanced his Pawn to King’s Knight’s fifth, attacking his 
Knight, White replies by moving his Knight to King’s fifth, subjecting 
himself to a counter attack, from which escape without loss is difficult, 
if not impracticable.” 

From this circumstance, probably, originated the Muzio Gambit, 
wherein the first player, instead of removing the attacked Knight, 
boldly abandons him, and, by castling, immediately brings against his 
adversary an almost overwhelming force. 

The following are the moves of the Muzio Gambit: 


WHITE. 

1. P. to K. 4th. 

2. P. to K. B. 4th. 

3. K. Kt. to B. 8d. 

4. K. B. to Q. B. 4th. 

5. Castles. 


BLACK. 

1. P. to K. 4th. 

2. P. takes P. 

3. P. to K. Kt. 4th. 

4. K Kt. P. advances. 

5. P. takes Kt. 


The taking of the Knight by the Black, and the act of castling on 
the White’s fifth move, constitute the gambit. From this point, not¬ 
withstanding the loss of the Knight, White has a very strong game. 
But, instead of castling, some players recommend the moving of 
Queen’s Pawn to Queen’s fourth; and, as a good variation of the de¬ 
fence, M’Donnell advises the playing of the Queen’s Knight to Queen’s 
Bishop’s third. 

To continue the game from the above opening: 


WHITE. 

6. Q. takes P. 

7. K. P. 1. 

8. Q. P. 1. 

9. Q. B. to Q. 2d. 

10. Q. Kt. to B. 3d. 

11. Q. R. to K. sq. 

12. K. to R. sq. 


BLACK. 

6. Q. to K. B. 3d. 

7. Q. takes K. P. 

8. K. B. tp R. 3d. 

9. EL Kt. to K. 2d. 

10. Q. Kt. to B. 3d (a). 

11. Q. to Q. B. 4th (cli.) (5). 

&c., &c. 


(a) Not the best move, though preferred by De la Bourdonnais. 
(&) Best play. 


Various other defences to the Black’s attack are known, but this will 
be sufficient, as we show the White to have at least an equal game. 
Indeed, from this position he ought to win. Suppose we play the game 
out: 


OPENINGS OP GAMES. 


297 


WHITE. 

13. Q. Kt. to Q. 5th. 

14. It. takes Kt. (d). 

15. Q. B. to Kt. 4th. 

16. Q. B. P. 1. 

17. Q. to K. E. 5th. 

IS. Kt. takes P. (ch.) (g) 

19. Kt. takes E. 

20. B. takes Kt. (ch.) 

21. Q. to Q. B. 5th (ch.) 

22. Q. to Q. 4th (ch.) 

23. Q. takes K. P., and wins. 


BLACK. 

12. Q. P. 1 (c). 

13. Q. Kt. to K. 4th. 

14. P. takes It. 

15. Q. to Q. 5th (e). 

16. K. P. 1 (/). 

17. Q. to K. Kt. 2d. 

IS. K. to Q. sq. {g). 

19. K. E. to Kt. sq. 

20. K. takes B. 

21. K. to K. B. 3d (£ 7 ). 

22. K. to Kt. 4th. 


(c) The better play in our opinion, is Q. Kt. to Q. 5th. 

( d ) Evidently better than the move recommended by Bonrdonnais, Q. to K. E. 5th. 

_ (e) If, instead of this move, Black plays his Q. to Q. B. 3d, White replies by K. B. to Q. 
Kt. 5th. 

(/) If Kt. takes Kt., your Pawn takes Q.; and if Black then replies by taking B. with Kt* 
White moves Q. to K. E. 5th. 

( g ) Best. 


THE QUEEN’S GAMBIT. 

This form of gambit was formerly called the “Aleppo Gambit,” from 
the fact that it was a favorite opening of the celebrated Stamma of 
that city. Though a good opening, it is not often employed by modern 
players. We have not seen it once used by Morphy, and not frequent¬ 
ly by Staunton. In the games between the Bourdonnais and M’Don- 
nell, however, it has been brought into practice in the most successful 
manner. The moves of this opening are as follow: 


WHITE. BLACK. 

1. P. to Q. 4th. 1. P. to Q. 4th. 

2. P. to Q. B. 4th. 2. P. takes P. 

The taking of the Pawn on the second move of the second player 
constitutes the gambit. The Pawn is sometimes refused, and Pawn 
moved to King’s third instead. Salvio advises the latter mode of play 
as the safest and best, and proposes, as the second move of the Black, 
the advance of a Pawn to Q. B’s fourth square—a conclusion from 
which we respectfully dissent. To pursue the game as opened above : 

3. P. to K. 3d. 3. P. to K. 4th. 

4. P. to Q. E. 4th, 

and the result will be, that White gains a Piece at the eighth move, 
and obtains a very strong position. If, however, a different mode ot 
play be adopted, as— 

13 * 


298 


CHESS. 


3. P. to Q. KL 4th. 

4. P. to Q. B. 3d. 

5. P. takes P. 


L P. to Q. R. 4th. 

5. P. takes P. 

6. Q. to K. B. 3d, 

the White still gains a Piece. Perhaps the best play for the Black is 
to exchange Queens and give check, which obliges the White King to 
move and rather cramps his game, and allows Black to castle without 
danger. Staunton’s analysis of this opening clearly proves that the 
refusal of the gambit leads to the best game. It will be seen though, 
that the chances of either player are equal, if the usual mode of con¬ 
ducting this gambit be adopted, Par exemple : 


white. 

1. P. to Q. 4th. 

2. P. to Q. B. 4th. 

3. Q. Kt. to B. 3d. 

4. P. to K. 3d. 

5. K. B. takes P. 

6. P. takes P. 


BLACK. 

1. P. to Q. 4th. 

2. P. takes P. 

3. K. Kt. to B. 3d. 

4. P. to K. 4th. 

5. P. takes P. 

6. K. B. to Q. 3d, 

And the game is over. 


IRREGULAR OPENINGS. 

Since the time of the Chess tournament in which Mr. Morphy par¬ 
ticipated, some doubts have been expressed as to the soundness of the 
regular defence to the King’s Knight’s Opening—Q. Kt. to B’s 3d for 
the second player; and Philidor’s Defence—Pawn to Q’s 3d—-has 
again come into position. This move, which for a time, prevents the 
King's. Bishop from coming out, is now considered—so variable is 
fashion even in Chess-play—to be safer and better than the regular de¬ 
fence. In the games between Morphy and Lowenthal, during the 
visit of the former to Europe, Philidor's defence was adopted by the 
American champion with considerable success; but, after all, it is quite 
a matter of opinion as to which is the best reply to the King’s Knight’s 
Opening—so much depends on the tactics of the first player. 

Among the irregular openings adopted are, the French Game : 

WHITE. BLACK. 

1. P. to K. 4th. 1. p. to K. 3d. 

2. P. to Q. 4th. 2. P. to Q. 4th. 

3 P. takes P. 3. P. takes P. 

OR, 

3. P. to K. 5th. 3. P. to Q. B. 4th. 

Next we have what is called the Sicilian Game : 

WHITE. BLACK. 

1. P. to K. 4th. 1. P. to Q. B. 4th. 

2. K. Kt. to B 3d. 2. P. to K. 3d. 


IRREGULAR OPENINGS. 


201) 


This leads to a strong game, and, in the opinion of Major Jaenisch, 
is superior to the K. Kt’s opening. 

Here is the Centre Counter Gambit : 


WHITE. 

1. P. to K. 4th. 

and the Franchetto : 

WHITE. 

1. P. to K. 4th. 

2. P. to Q. 4th. 

3. K. B. to Q. 3d. 


BLACK. 

1. P. to Q. 4th. 


BLACK. 

1. P. to Q. Kt. 3d. 

2. Q. B. to Q. Kt. 2d. 

3. P. to K. 3d; 


which opening also leads to an interesting game, the chances from 
this point being equal. 

An opening seldom practised is that of bringing out both Knights 
before the Pawns. In the hands of a strong player, this change may 
be made a good one, but we doubt its soundness, as after all, the King’s 
Pawn must be advanced, at about the third or fourth move. The best 
defence to these irregular openings is to follow the precise line of ac¬ 
tion adopted by your adversary, and not to be seduced into making the 
first actual attack. A very good opening is: 


WHITE. 

1. P. to K. B. 4th. 


BLACK. 

1. P. to Q. 4th; 


which may be carried on either by White playing his K. Kt. to B. 3d, 
or by advancing his King’s Pawn one square. 

The advance of Pawn to Q. B. 4th is also a safe opening, which gives 
the first player the advantage of the move—no slight matter. We 
think, with M’Donnell and Morphy, that the very best mode of play is 
to commence the attack, and force your adversary to stand on the 
defensive. We will give a game from the match between Mr. Morphy 
and Mr. Lowenthal, illustrating the King’s Knight’s Opening. 


WHITE (MR. LOWENTHAL). 

1. P. to K. 4th. 

2. Kt. to K. B. 3d. 

3. P. to Q. 4th. 

4. Kt. takes P. 

5. Kt. to Q. B. 3d. 

6. B. to K. 2d. 

7. Castles. 

8. Kt. to K. B. 3d. 

9. B. to K. B. 4th. 

10. Q. to Q. 2d. 

11. P. takes P. 

12. Q. R. to Q. sq. 

13. Q. takes Kt. 


BLACK (MR. MORPHY). 

1. P. to K. 4th. 

2. P. to Q. 3d. 

3. P. takes P. 

4. Kt. to K. B. 3d (a). 

5. B. to K. 2d. 

6. Castles. 

7. P. to Q. B. 4th. 

8. Kt. to Q. B. 3d. 

9. B. to K. 3d. 

10. P. to Q. 4th. 

11. Kt takes P. 

12. Kt. takes B. 

18. Q. to Q. R. 4th. 


CHESS 


noo 


14. 

B. to Q. 3d. 


14. 

Q. R. to Q. sq. 

15. 

Kt. to K. Kt. 5th. 


15. 

B. takes Kt. 

16. 

Q. takes B. 


16. 

P. to K. E. 3d. 

17. 

Q. to K. R. 4th. 


17. 

Kt. to Q. 5th (&). 

IS. 

P. to Q. R. 3d (c). 


18. 

K. R. to K. sq. 

19. 

K. R. to K. sq. 


19. 

Q. to Q. Kt. 3d. 

20. 

Kt. to Q. R. 4th. 


20. 

Q. to Q. R. 4th. 

21. 

Kt. to Q. B. 3d. 


21. 

P. to K. B. 4th. 

22. 

E. to K. 5th. 


22. 

B. to K. B. 2d. 

23. 

Q. E. to K. sq. 


23. 

Q. to Q. Kt. 3d. 

24. 

R.takes R. 


24. 

R. takes R. 

25. 

R. takes R. (ch). 


25. 

B. takes R. 

26. 

Q. to K. 7th. 


26. 

B. to B. 2d. 

27. 

Kt. to Q. R. 4th. 


27. 

Q. to Q. E. 4th. 

28. 

Kt. takes Q. B. P. 


28. 

Q. to Q. 7th. 

29. 

P. to K. B. 3d (d). 


29. 

Kt. to Q. B. 3d (e). 

30. 

Q. to K. 2d. 


30. 

Q. B. 8th (ch.) 

81. 

K. to B. 2d. 


31. 

Q. takes Kt. P. 

32. 

B. takes P. 


32. 

Q. takes R. P. 

33. 

Q. to Q. Kt. 5th. 


33. 

Q. to Q. B. 6th. 

34. 

Kt. to Q. Kt. 3d. 


34. 

Q. to K. B. 3d. 

35. 

Q. takes Q. Kt. P. 


35. 

P. to K. Kt. 3d. 

36. 

Q. to Q. B. 8th (ch.) 


36. 

K. to R. 2d. 

37. 

B. to Q. 3d. 


37. 

Kt. to K. 4th. 

88. 

Kt. to Q. 2d. 


3S. 

Q. to R. 5th (ch.) 

89. 

K. to B. sq. 


39. 

Q. takes R. P. 

40. 

Kt. to K. 4th. 


40. 

Q. to K. R. Sth (ch.) 

41. 

K. to B. 2d. 


41. 

Q. to Q. B. Sth. 

42. 

Q. to Q. B. 3d. 


42. 

Q. to K. B. 5th. 

43. 

K. to K. 2d. 

i, ., 

43. 

P. to K. R. 4th. 

44. 

Kt. to K. B. 2d. 


44. 

P. to K. R. 5th. 

45. 

Q. to Q. 2d. 


45. 

Q. to K. Kt. 6th. 

46. 

Q. to K. 3d. 


46. 

P. to Q. R. 4th. 

47. 

Q. to K. 4th. 


47. 

B. to K. 3d. 

48. 

P. to K. B. 4th. 


48. 

Kt. takes B. 

49. 

P. takes Kt. 


49. 

B. to K. Kt. 5th (ch). 

50. 

K. to B. sq. 


50. 

B. to K. B. 4th. 

51. 

Q. to K. 7th (ch.) 


51. 

K. to E. 3d. 


And the game was drawn. 

(a) Had Black advanced his Q. P., he would have given a slight advantage to his opponent. 

(&) Had White failed to have made the correct countermove—P. to Q. E. 3d—he would have 
lost the game. 

(c) Excellent. Had he played his K. R. to K. sq., Black would probably have won a Pawn 
by moving Q. to her Kt. 5th. 

(cl) Had White advanced his Pawn to K. R. 3d, Black would have been able to draw the 
game by perpetual check. 

(e) Forces White's Q. to retreat. Good. 

In the above game it will be seen that each player stood well on the 
defence, and the result was a draw. Had Black, at his 33d move, 
played Kt. to Q’s 5, White would have gained a fine position—by taking 
Q. Kt’s P. with his Queen—and probably secured the game. 


GIVING THE PAWN AND MOVE. 


301 


GIVING THE PAWN AND MOVE. 

We have seen how some of the principal openings and endings of 
games are conducted ; let us nbw devote a brief space to the considera¬ 
tion of the odds of a Pawn. Between even players, it has generally 
been conceded that the giving of a Pawn ought to lead to the loss of 
the game. But this must be taken cum grano sails ; because the King’s 
Bishop’s Pawn is meant by the term “giving a Pawn.” If the Queen’s 
Rook’s, or the Queen’s Knight’s, Pawn were given, we do not think 
that the gift would be any advantage to the receiver. But, taking the 
K. B. P. as the one given, the odds become really and powerfully 
great, as a good attack is immediately secured. Mr. Walker and other 
fine players declare that the giving a Pawn and two moves is even less 
odds than the single Pawn and move. The chief difference, says this 
gentleman, between Pawn and two moves and Pawn and move lies in 
this—that whereas, in the former, you, giving the odds, are cramped 
and crowded through a long series of moves, in the latter, you are 
morally sure to get your men out tolerably early, and deploy your forces 
in the open field, thus insuring, at least, an open fight. In the first 
case, you are confined in a fortress, battered by a hostile train of artil 
lery, from which sally is proportionally difficult. In the second case, 
you are intrenched with a minor force, in a strong position, from which, 
with due care, you can always emerge into the front rank. Deschap- 
pelles and others prefer the one Pawn and move to the two Pawns and 
move; but we think, with Mr. Walker, that the apparently weakest 
position is, in reality, the strongest. It would be easy to give numerous 
examples of both; one will suffice. Suppose Black to give the Pawn 
and move, his K. B. P. must be taken from the board: 


WHITE. 

1. K. P. 2. 

2. Q. P. 2. 

3. P. takes P. 

4. K. B. P. 2. 

5. K. B. to Q. B. 4th. 


BLACK. 

1. Q. Kt. to B. 3d. 

2. K. P. 2. 

3. Kt. takes P. 

4. Q. Kt. to K. B. 2d. 

5. K Kt. to K. 3d. 


From this position, White ought to win the game. In fact—and 
there is no getting over it—the odds of a Pawn are very great between 
two players. The opening, as above, is so far favorable to the White, 
that De la Bourdonnais considers it “irresistible.” We do not go 
quite so far as that, however. Let our readers play out the opening, 
and try for themselves. 


302 


CHESS. 


PROBLEMS. 

No book on Chess being considered complete without problems, we 
append a few as exercises for the ingenuity of our readers. The fol¬ 
lowing are selected from various sources, as the best of their kind. 


Problem 1. Problem 2. 



WHITE. WHITE. 

White playing first, checkmates in four moves. White to play first, and mate in three moves. 


Problem 3. Problem 4. 


BLACK. BLACK. 



Black playing first, mates in one move; White White to play, and mate in five moves 
claying first, mates in two moves. 























































PROBLEMS. 


303 


Problem 5. 


Problem 6. 


BLACK. 


BLACK. 



White to move, and checkmate in three moves. 



White to move, and mate in four moves. 


Problem 7. 


Problem 8. 



White to mate in three moves. 


White to play, and mate in five moves. 
















































304 


CHESS. 


Problem 9. 


Problem 10. 


BLACK. 


BLACK. 





■WHITE. 

White to play, and mate in three moves. White to play, and checkmate in four moves 





WHITE. 


Problem 11. 


Problem 12. 


BLACK. 



WHITE. 



BLACK 


WHITE. 


White to move, and to draw by perpetual check. White to play, and mate in five moves. 

















































PROBLEMS. 


305 


Problem 13. 


Problem 14. 


BLACK. 



White to play, and mate in four moves. 


BLACK. 



White to play, and mate in five moves. 


Problem 15. 


BLACK. 



White to play first, and mate in four moves. 


Problem 16. 



WHITE. 


White to play, and mate in four movea. 


























































306 


CHESS. 




Problem 17. 


BLACK. 


Problem 18. 


BLACK. 


WHITE. WHITE. 

White to play, and mate in four moves. White to play, and mate in four moves. 


Problem 19. 


BLACK. 


Problem 20. 


BLACK. 


WHITE. 


White to play, and mate in five moves. 


WHITE. 


White to play, and mate in five moves. 















































PROBLEMS. 


307 


Problem 21. 


BLACK. 



Problem 22. 


BLACK. 



White to play, and mate in two moves. 


White to play, and mate in four moves. 


Problem 23. 


Problem 24. 


BLACK. 


BLACK. 




WHITE. 


WHITE. 


White to play, and mate in three moves. 


White to play, and mate in five moves. 





























































308 


CHESS. 


CHESS PROBLEMS, BY SAMUEL LOYD. 


Problem 25. 


Problem 26. 


BLACK. 


BLACK. 



mm 




"wm 




'<'"///// 


WHITE. 

White to play, and mate in one move. 


WHITE. 

White to play, and mate in two moves. 


Problem 27. 

BLACK. 


Problem 28. 

BLACK. 



White to play, and mate in three moves. 


White to play, and mate in four moves. 



























































SOLUTIONS TO PROBLEMS 


309 


SOLUTIONS TO THE FOREGOING PROBLEMS. 


WHITE. 

1. K. to Q. B. 5th. 

2. B. to K. Kt. 2d (ch.) 

3. R. to Q. B. 2d. 

4. P. 2—mates. 


Problem 1. 

BLACK. 

1. K. moves. 

2. K. retires. 

3. P. takes E. 


Peoblem 2. 

white. black. 

1. B. to Q. 4th (ch.) 1. K. takes B. (best). 


2. Q. to K. 6th. 2. K. takes Kt. or (a.) 

3. Q. to Q. 6th—mate. 

(a) 2. P. takes Kt. or (&.) 
3. Q. to her 5th—mate. 

( b ) 2. Kt. moves. 

3. Q. mates, as above. 

Or, Black, for his first move, may play K. to K. B. 5th, when White checks with his Bishop 
on K’s 3d, and afterwards mates with Q. on K. 6th. 


Peoblem 3. 

Black mates by playing his Rook to K. B. 8th. 
White mates— 

white. black. 

1. R. takes Kt. (ch.) 1. K. to Kt. 2d 

2. Q, to E. 6th—mate. 


Peoblem 5. 


black. 

1. Q. to Q. R. 3d. 

2. Any move. 


white., 

B. to Q. B. 5th (<z.) 

Q. to K. B. 3d. 

Kt. mates. 

(a) If R. takes Q., B. gives mate; or if B. 
takes B., Q. gives mate. 


Peoblem 7. 


WHITE. 

Q. to Kt. 7th (ch.) 1. 

B. to R. 2d (disc, ch.) 2. 
B. mates. 


BLACK. 

Q. takes Q. (best). 
K. moves. 


Peoblem 4. 


WHITE. 

1. B. to K. sq. 

2. B. to B. 2d. 

3. B. to Kt. sq. 

4. B. to R. 2d. 

5. Kt. P. 1—mate. 

3. K. to Q. 4th. 

4. K. P. 2—mate. 


BLACK. 

1. K. to B. 4th 

2. K. to K. 4th (a.) 

3. K. to B. 4th 

4. K. to K. 4th. 

(a) 2. P. takes B. 

3. P. Queens. 


Problem 6. 


WHITE. 

1. B. to K. B. 6th. 

2. Kt. to K. B. 8th (ch.) 

3. K. to Q. 6th. 

4. Kt. mates. 


BLACK. 

1. P. moves. 

2. K. takes B. 

3. Kt. moves. 


Peoblem 8. 


WHITE. 

1. B. to Q. 8th (ch.) 

2. R. to Q. B. 5th. 

3. R. takes P. 

4. R. P. 1 (ch.) 

5. B. takes R.—mate. 


BLACK. 

1. R. interposes. 

2. K. Kt. P. 1. 

3. K. to Kt. 5th ( a .) 

4. K. moves. 


4. R. takes R. 

5. E. takes Kt. P. 


(a) 3. P. takes E. P. 
4. P. becomes Q. 
-mate. 


Peoblem 9. 


WHITE. 

1. Q. to her sq. 

2. Q. to her 2d. 

3. Kt. to K. B. 5th- 


BLACK. 

1. B. moves (best). 

2. Q. checks. 

-double check and mate. 


This problem may be solved in several 
ways, but Black is always mated in, at most, 
three moves. 


Problem 10. 

WHITE. BLACK. 

1. B. to K. B. 6th. 1. R. takes B. 

2. B. to Q. 7th. 2. R. to K. B. 4th (best.') 

3. R. to K. B. 4th (ch.) 3. E. takes E. 

4. B. mates. 



310 


CHESS 


Problem 11. 

WHITE. BLACK. 

1. R. to K. 6th (ch.) 1. K. moves. 

2. R. to Q. 6th (ch.) 2. Kt. takes R. 

3. Kt. to K. B. 6th (ch.) 3. K. to K. 4th (best). 

4. Kt. to K. Kt. 4th (ch.) 4. K. to K. 5th or 

4th. 

After which moves, it will be seen that White 
has perpetual check. 


Problem 12. 

WHITE. BLACK. 

1. Q. to Q. R. 2d (ch.) 1. R. takes Q. 

2. R. to K. 5th (ch.) 2. R. takes R. 

3. Kt. to K. B. 4th (ch.) 3. K. to B. 4th. 

4. B. to K. Kt. 6th (ch.) 4. K. takes Kt. 

5. K. Kt. P. 1—mate. 


Problem 13. 


Problem 14. 


WHITE. 

1. B. to Q. Kt. 3d. 

2. B. to K. B. 6th. 

3. B. to Q. Kt. 2d. 

4. B. mates. 


BLACK. 

1. K. moves. 

2. K. moves. 

3. K. takes Kt. 


WHITE. 

1. K. to Q. Kt. 2d. 

2. P. to Q. 4th. 

3. R. to K. B. 2d. 

4. R. to K. 2d. 


BLACK. 

1. P. moves. 

2. K. to K. 5th. 

3. K. takes Kt. 

4. K. to Q. B. 5th. 


5. E. to K. 5th—dis. check and mates. 


Problem 15. 


Problem 16. 


WHITE. BLACK. 

1. K. takes P. 1. K. to R. 6th or 4th (a) 

2. R. to R. 7th (ch.) 2. K. to Kt. 5th. 

3. R. to R. 5th. 3. K. takes R. 

4. B. to B. 3d (ch.) 

—mate. (a) 1. K. takes P. 

2. E. to K. Kt. 7th. 2. K. to B. 3d. 

3. B. to K. 5th (ch.) 3. K. to B. 4th. 

4. P. l*(ch.)—mate. 


WHITE. 

1. R. to Q. 4th (ch.) 

2. Q. to Q. Kt. 7th (ch.) 

3. Kt. to Q. 6th (ch.) 

4. Q. to her Kt. sq.—mate. 


BLACK. 

1. B. takes R. 

2. E. interposes. 

3. Q. takes Kt. 


Problem 17. 


Problem 18. 


WHITE. 

1. B. to K. B. 8th. 

2. Kt. to his 5th. 

3. K. to Q. 6th. 

4. B. mates. 


BLACK. 

1. K. moves. 

2. P. takes K. 

3. P. moves. 


WHITE. BLACK. 

1. R. to K. 3d. 1. B. to Q. B. 6th (best). 

2. R. to K. R. 3d. 2. B. to Q. Kt. 7th. 

3. R. to Q. R. 3d (ch.) 3. B. takes R, 

4. Kt. to Q. B. 3d— 

mates. 


Problem 19. 


Problem 20. 


white. 

1. R. takes B. 

2. B. to Q. 4th (ch.) 

3. K takes P. 

4. R. to K. 2d. 

5. R. mates. 


BLACK. 

1. K. takes Kt 

2. K. to his 5th. 

3. K. takes B. 

4. K. moves. 


WHITE. 

1. P. to Q. B. 3d. 

2. Kt. to Q. 8th. 

3. B. to K. Kt. 2d (ch.) 

4. P. to K. 4th (ch.) 

5. B. mates. 


BLACK. 

1. P. takes P. 

2. K. to K. 5th. 

3. K. to K. B. 4th 
4 K. to K. B. 3d 


SOLUTIONS TO PROBLEMS 


311 


Problem 21. 

WHITE. BLACK. 

1. R. to Q. 6th. 1. any move. 

2. R., B., Kt., or P. mates. 

Black has several modes of defence, hut no 
move that he can make will delay the mate 
beyond White’s second move. 


Problem 22. 


This problem we leave to the ingenuity of 
the young chess-player. 


Problem 23. 

WHITE. BLACK. 

1. P. to K. Kt. 3d. 1. P. to K. Kt. 4th. 

2. Q. to Q. B. 4th. 2. P. takes Q. 

3. Kt. takes P.—mate. 


Problem 24. 


WHITE. 

1. Castles. 

2. K. to E. 2d. 

3. B. to K. Kt. sq. 

4. E. to B. 2d. 

5. E. to K. B. 4th- 


BLAOK. 

1. P. to K. E. 4th. 

2. P. to K. E. 5th. 

3. P. to K. R. 6th. 

4. K. to Q. 4th. 
-double check and mate. 


SOLUTIONS TO PROBLEMS BY SAMUEL LOYD. 




Problem 25. 


WHITE. 


black. 


Problem 26. 

WHITE. BLACK. 


1. P. takes Kt. (Queen 
ing) mate. 


1. Q. to B.’s eighth 

square, and 

2. Kt. or E. mates next 

move. 


Problem 27. 


Problem 28. 


WHITE. 


BLACK. 


1. Kt. to Kt. 4th (ch.) 1. K. to E. 8th. 

2. Q. to E. 2d (ch.) 2. P. takes Q. 

8. Kt. to B.’s second, 

mating. 


WHITE. 


BLACK. 


1. B. to Kt. 5th. 

2. Q. to K. B. square. 

3. Q. to B. 6th (ch.) 

4. Q. mates. 


1. P. takes B. 

2. K. takes P. 

3. K. moves. 


312 


CHESS, 


CHESS STRATAGEMS, AND ENDINGS OF GAMES. 


Original and Selected. 

Place the men as in the order following for each game, and endeav 
to play the games out in the number of moves stated. 

I.—White to Play, and Mate in Three Moves. 

WHITE. BLACK. 

K. at Q. E. 2d. K at Q. E. 5th. 

Kt. at Q. 5th. Q. at Q. B. 1st. 

Ps. at Q. 3d, Q. B. 2d, and Kt. at K. 4th. 

Q. E. 3d. P. at Q. E. 4th. 


II.—White to Play, and Mate in Four Moves. 

WHITE. BLACK. 

Q. at her 6th. K. at his 5th. 

E. at K. B. 8d. 

Kt. at K. 2d. 

B. at K. Kt. 4th. 


III. —White to Play, and Mate in Four Moves. 

WniTE. BLACK. 

K. at his Kt. 4th. K. at his 5th. 

Q. at K. E. 4th. P. at Q. B. 4th. 

Kt. at K. E. 3d. 

Ps. at K. B. 2d and Q. B. 6th. 


17.—Wiute to Play, and Mate in Four Moves. 

WHITE. BLACK. 

K. at K. B. 7th. K. at Q. 5th. 

E. at Q. B. 3d. 

B. at K. B. 8th. 

Ps. at Q. 2d and K. B. 2d. 


Y.—White Plays First, and 
white. 

K. at Q. E. 2d. 

Q. at Q. E. 3d. 

E. at Q. 4th. 

B. at K. 4th. 

Kt. at Q. B. 5th. 

Ps. at K. E. 2d. K. Kt. 2d, Q. Kt. 2d, 
and Q. E. 4th. 


Mates in Five Moves. 

BLACK. 

K. at Q. B. 2d. 

Q. at K. Kt. 8th. 

E. at Q. E. sq. 

B. at Q. B. sq. 

Kt. at Q. Kt. sq. 

Ps. at K. E. 2d, K. Kt. 3d, Q. B. 3d, 
Q. B. 5th, Q. Kt. 4th, and Q. K. 3d. 


Place the pieces as stated, and try your ingenuity. 







STRATAGEMS AND ENDINGS 


313 


VL—White to Plat, and Mate with 

WHITE. 

K. at Q. B. 5th. 

Q. at K. 5th. 

Kt. at Q. R. 6th. 

P. at Q. Kt. 5th. 


VII. —White Playing Eiest 

WHITE. 

K. at K. Kt. sq. 

Q. at her 7th. 

K. at Q. R. 4th. 

B. at K. B. sq. 

Kts. at K. R. 5th and Q. 4th. 

Ps. at Q. 3d, Q. B. 2d, and Q. Kt. 3d. 


the Pawn in Three Motes, 
black. 

K. at Q. R. sq. 

R. at Q. sq. 

B. at Q. Kt. 2d. 


Mates in Three Motes 
black. 

K. at his 4th. 

Q. at'her Kt. 8th. 

Bs. at K. R. 5th and K. B. 6th. 

Kt. at Q. sq. 

Ps. at K. Kt. 5th, K. B. 4th, Q. B. 3d, 
Q. Kt. 2d, and Q. R. 3d. 


VIII. —White Plating First, Mates in Four Motes. 

This capital stratagem was invented by Herr Kling—confessedly 
one of the most clever inventors of ingenious problems. 

WHITE. BLACK. 

K. at K. B. 5th. K. at K. R. 4th. 

R. at K. Kt. 4th. Ps at K. 5th, K. 4th, and K. Kt. 4th. 

B. at K. B. 2d. 

P. at K. Kt. 2d. 


IX.— White Plating First. Mates in Four Moves. 


white. 
K. at his 3d. 

Q. at Q. R. 3d. 
Kt. at K. R. 5th. 
P. at K. Kt. 4th. 


X.—Either Player Moving First, ought 
white. 

K. at Q. R. sq. 

R. at Q. 3d. 

R. at K. B. 2d. 

B. at K. Kt. 8th. 

Kt. at Q. 5th. 

Ps. at Q. Kt. 2d, and K. R. 6th. 


BLACK. 

K. at K. Kt. 8th. 

Ps. at K. R. 7th and 5th. 


Mate his Adversary in Three Motes. 

black. 

K. at his sq. 

R. at Q. B. sq. 

R. at Q. Kt. 3d. 

Kt. at K. 2d. 

B. at Q. Kt. Sth. 

Ps. at K. Sth and Q. Kt. 6th. 


XI.— White Playing, Mates in Three Moves, 
white. black. 

K. at K. sq. K. at his 4th. 

R. at K. R. 7th, 

B. at Q. B. 8th. 

Kts. at Q. 5th and K. B. 5th. 

P. at K. 2d. 

14 







314 


CHESS, 


XII.— White Plating First, Mates in Tiieee Moves. 

WHITE. BLACK. 


K. at Q. B. 8th. 
Q. at K. 7th. 

E. at Q. B. 6th. 
B. at K. B. 5th. 
B. at Q. 6th. 

P. at K. 4th. 


K. at K. E. 3d. 

Q. at K. E. 5th. 

E. at K. B. 8th. 

E. at Q. B. 6th. 

B. at K. E. 4th. 

Kts. at K. Kt. 7th and K. 4th. 
P. at K. B. 2d. 


XlIL —White Engages to Mate with the Pawn in Fite Motes, without Taking tub 


white. 
EL. at his 8th. 

Q. at KL. 6th. 

E. at K. B. 7th. 
B. at Q. Kt. sq. 
P. at K. Kt. 6th. 


Adteese Bishop. 

black. 
K. at EL. Kt. sq. 
B. at K. B. 3d. 


XIY.— White to Plat, and Mate in Fohk Motes, 
white. black. 

K. at Q. B. 6th. K. at K. 3d. 

E. at K. B 4th. 

B. at K. B. 3d. 

Kt. at Q. 3d. 


The above are easy illustrations of the endings of games with various 
pieces. 

The following instructive position occurs in the ending of a game 
between Mr. Morphy and Mr. Lowenthal, in which the former won, of 
course: 


WHITE (me. MOEPHT). 

K. at Q. 2 d. 

Q. at K. 9th 
E. at K. Kt. sq. 

B. at Q. 3d. 

Kt. at K. B. 6th. 

Ps. at K. E. 2d, Q. Kt. 2d, Q. B. 3d, and 
Q. 4th. 


BLACK (ME. LOWENTHAL). 

K. at K. Kt. 2d, 

Q. at Q. E. sq. 

K. E. at his sq. 

B. at Q. Kt. 3d. 

Ps. at K. Kt. 4th, Q. B. 2d, Q. Kt. 
2d, and Q. E. 2d. 


It would have been easy to have extended this treatise on the Noble 
G-ame of Chess to twice or thrice its present dimensions, but our space 
will not permit, and we think enough has been done to show how it is 
to be played. Having conquered the principles of the game, its practice 
is simply a pleasant recreation. 






DRAUGHTS. 


Draughts, though a strictly scientific game, is inferior to Chess m 
variety and interest. If antiquity gives it any claim to reverence, then 
the game of Draughts is worthy of our greatest regard, for it is said to 
have preceded Chess, which is, at least, four thousand years old! But 
be this as it may, the game is a good game, and, when well played, is 
really a fine exercise for the mind. Of course, all our readers know 
that Draughts is played on a board similar to that used for Chess; that 



each player has twelve men, which move and take diagonally, by 
passing over the opponent on to an empty square ; that a man passing 
on to the last row of squares becomes a King, which has the power of 
moving backward or forward, one square at a time ; and that the 
hoard must be so placed as to leave a double corner at the right hand 
of the player. 

The above diagrams represent the board and men in their original 
position, and also the mode in which the squares are conventionally 
numbered for the sake of reference.* It will be seen that, throughout 

* Practised players who have studied printed games are generally so familiar with the 
numerical position of the square that they can read and comprehend a series of intricate 
moves without even referring to the board. 
















316 


DRAUGHTS. 


this work, the upper half of the board is occupied by the twelve Black 
men, and the lower half by their antagonists, the White. 

The men being placed, the game is begun by each player moving, 
alternately, one of his men along the white diagonal on which they 
are first posted. The men can only move forward, either to the right 
or left, one square at a time, unless they have attained one of the four 
squares on the extreme line of the board, on which they become kings, 
and can move either forward or backward, but still only one square at 
a time. The men take in the direction they move, by leaping over any 
hostile piece or pieces that may be immediately contiguous, provided 
there be a vacant white square behind them. The piece or pieces so 
taken are then removed from off the board, and the man taking them 
is placed on the square beyond. If several pieces, on forward diagonals, 
should be exposed by alternately having open squares behind them, 
they may all be taken at one capture, and the taking piece is then 
placed on the square beyond the last piece. To explain the mode of 
taking by practical illustration, let us begin by placing the draughts 
in their original position. You will perceive that if Black should move 
first, he can only move one of the men placed on 9,10, 11, or 12. Sup¬ 
posing him then to play the man from 11 to 15, and White answering 
this move by playing his piece from 22 to 18, Black can take White 
by leaping his man from 15 to 22, and removing the captured piece 
off the board. Should Black not take in the above position, but move 
in another direction,—for instance, from 12 to 16,—he is liable to be 
huffed; that is, White may remove the man with which Black should 
have taken, from the board, as a penalty for not taking; for, at 
Draughts, you have not the option of refusing to take, as at Chess, but 
must always take when you can, whatever be the consequence. The 
player who is in a position to huff his adversary has also the option of 
insisting on his taking, instead of standing the huff. When one party 
huffs the other, in preference to compelling the take, he does not 
replace the piece his adversary moved, but simply removes the man 
huffed from off the board, and then plays his own move. Should 
he, however, insist upon his adversary taking the piece, instead of 
standing the huff, then the pawn improperly moved must first be re¬ 
placed. 

To give another example of huffing. Suppose a white man to be 
placed at 28, and three black men at 24, 15, and 6, or 24, 16, and 8, 
with unoccupied intervals, he would capture all three men, and make 
a king, or be huffed for omitting to take them all; and it is not uncorn- 



ELEMENTARY. 


317 


mon with novices to take one man, and overlook a second or third 
“ en prise” (i. e., liable to be taken). 

When either of the men reaches one of the extreme squares of the 
board, he is, as already indicated, made a king, by having another 
piece put on, which is called crowning him. The king can move or 
take both forward or backward—keeping, of course, on the white 
diagonals. Both the king and common man can take any number of 
pieces at once which may be “ en prise” at one move, and both are 
equally liable to be huffed. For instance : If White, by reaching one 
of the back squares on his antagonist’s side, say No. 2, had gained a 
king, he might upon having the move, and the black pieces (either 
kings or men) being conveniently posted at Nos. 7, 16, 24, 23, and 14, 
with intermediate blanks, take them all at one fell swoop, remaining at 
square 9. But such a coup could hardly happen in English Draughts. 
One of the great objects of the game, even at its very opening, is to 
push on for a king. But it is unnecessary to dwell much on the elemen¬ 
tary part of the science, as the playing through one of the many games 
annexed, from the numbers, will do more in the way of teaching the 
rudiments of Draughts, than the most elaborate theoretical explana¬ 
tion. 

The game is won by him who can first succeed in capturing or block¬ 
ing up all his adversary’s men, so that he has nothing left to move ; 
but when the pieces are so reduced that each player has but a very 
small degree of force remaining, and, being equal in numbers, neither 
can hope to make any decided impression on his antagonist, the game 
is relinquished as drawn. It is obvious that were this not the case, and 
both parties had one or two kings, the game might be prolonged day 
and night, with the same hopeless chance of natural termination as at 
the first moment of the pieces being resolved into the position in ques¬ 
tion. It has already been shown that when a man reaches one of the 
squares on the extreme line of the board, he is crowned and becomes a 
king ; but there is another point relative to this, which it is necessary 
to understand. The man, thus reaching one of the extreme squares, 
finishes the move on being made a king, and cannot take any piece 
which may be “ en prise.” He must first await his antagonist’s move, 
and should he omit to remove or fortify an exposed piece, it may then 
be taken. To exemplify this, place a white man on 11, and black men 
on 7 and 6 ; White, having the move, takes the man, and demands that 
his own man should be crowned; but he cannot take the man on 6 at 
the same move ; which he could do were his piece a king when it made 


318 


DRAUGHTS. 


the first capture. But if the piece be left there after the next move, he 
must take it. 

In particular situations, to have the move on your side is a decisive 
advantage. This is a matter little understood by ordinary players, but 
its importance will fully appear by studying the critical situations. To 
have the move, signifies your occupying that position on the board 
which will eventually enable you to force your adversary into a con¬ 
fined situation, and which, at the end of the game, secures to yourself 
the last move. It must, however, be observed, that where your men 
are in a confined state, the move is not only of no use to you, but, for 
that very reason, may occasion the loss of the game. To know in any 
particular situation whether you have the move, you must number the 
men and the squares, and if the men are even and the squares odd, or 
the squares even and the men odd, you have the move. With even 
men and even squares, or odd men and odd squares, you have not the 
move. This will be best explained by an example : Look, then, at the 
eighth critical situation, where White plays first: there the adverse men 
are even, two to two; but the white squares, being five in number, are 
odd. The squares may be thus reckoned—from 26, a white king, to 
28, a black king, are three, viz., 31, 27, and 24; the white squares 
between 32, a white man, and 19, a black man, are two, viz., 27 and 
23. You may reckon more ways than one ; but reckon which way you 
will, the squares will still be found odd, and therefore White, so 
situated, has the move. When you have not the move, you must 
endeavor to procure it by giving man for man—a mode of play fully 
and successfully exemplified in this treatise. 

There is another mode which will, in less time than reckoning the 
squares, enable you to see who has the move. For instance, if you 
wish to know whether any one man of yours has the move of any one 
man of your adversary’s, examine the situation of both, and if you find 
a black square on the right angle, under his man, you have the move. 
For example, you are to play first, and your white man is on 30, when 
your adversary’s black man is on 3. In this situation, you will find 
the right angle in a black square between 31 and 32, immediately under 
3, and therefore you have the move. This rule will apply to any num¬ 
ber of men, and holds true in every case. 

There is a third mode, more ingenious still. Count all the pieces (of 
both colors) standing on those columns (not diagonals) which have a 
white square at the bottom, and if the number be odd, and White has to 
play, he has the move ; if the number be even, the move is with Black. 


THE MOVE. 


3 If* 

It is a mistake to suppose that any advantage is derived from play¬ 
ing first. It is admitted that he who plays first has not the move, the 
men and squares being both even; but though he who plays second 
has the move, it can be of no service to him in that stage of the game. 
The truth is, that when the combatants continue giving man for man, 
the move will alternately belong to one and the other. The first player 
will have it at odd men, at 11, 9, 7, 5, 3, and 1 ; the second player will 
have it at even men, at 12, 10, 8, 6, 4, and 2; and therefore some error 
must be committed, on one side or the other, before the move can be 
forced out of that direction. 

To play over the games in this work, number the white squares on 
your draught-board from 1 to 32, and remember that in our diagram 
the black pieces always occupy the first twelve squares. The abbre¬ 
viations are so obvious, that they cannot need explanation; a B. for 
Black, W. for White, Var. for Variations, etc. Occasionally, stars 
(asterisks) are introduced, to point out the move causing the loss of 
the game. The learner begins with the first game, and finding the 
leading move to be 11. 15 (that is, from 11 to 15), knows that Black 
begins the game. The second move, 22. 18, belongs to White, and the 
game is thus played out—each party moving alternately. After finish¬ 
ing the game, the player proceeds to examine the variations, to which 
he is referred by the letters and other directions. The numerous varia¬ 
tions on some particular games, and the consequent necessity each 
time of going through the leading moves up to the point at which the 
variation arises, will probably, at first, occasion some little fatigue ; 
but this will soon be forgotten in the speedy and decided improvement 
found to be derived from this course of study. One of the rrfinor advan¬ 
tages resulting from a numerous body of variations is, that in tracing 
them out, the leading moves are so frequently repeated that they 
become indelibly fixed in the mind of the player; who thus remembers 
which moves are to be shunned as dangerous, if not ruinous, and which / 
moves are to be adopted as equally sound and scientific. 

As to general advice relative to draught-playing, next to nothing 
can be learned from a volume of such instruction. The. various modes ; 
of opening will be seen by reference to the accompanying examples. 
Among the few general rules that can be given, you should bear in 
mind that it is generally better to keep your men in the middle of the 
board than to play them to the side squares,—as, in the latter case, 
one-half of their power is curtailed. And when you have once gained 
an advantage in the number of your pieces, you increase the proportion 


320 


DRAUGHTS. 


by exchanges; but in forcing them, you must take care not to damage 
your position. If you are a chess-player, you will do well to compare 
the draughts in their march and mode of manoeuvring with the pawns 
at chess; which, as well as the bishops or other pieces, are seldom so 
strong on the side squares as in the centre of the board. Accustom 
yourself to play slow at first, and, if a beginner, prefer playing with 
those who will agree to allow an unconditional time for the considera¬ 
tion of a difficult position, to those who rigidly exact the observance of 
the strict law. Never touch a man without moving it, and do not per¬ 
mit the loss of a few games to ruffle your temper, but rather let con¬ 
tinued defeat act as an incentive to greater efforts both of study and 
practice. When one player is decidedly stronger than another, he 
should give odds to make the game equally interesting to both parties. 
There must be a great disparity indeed if he can give a man; but it is 
very common to give one man in a rubber of three games; that is, in 
one of the three games, the superior player engages to play with only 
11 men instead of 12. Another description of odds consists in giving 
the drawn games ; that is, the superior player allows the weaker party 
to reckon as won all games he draws. Never play with a better player 
without offering to take such odds as he may choose to give. If you 
find yourself, on the other hand, so superior to your adversary that 
you feel no 'amusement in playing even, offer him odds, and should he 
refuse, cease playing with him unless he will play for a stake—the losing 
which, for a few games in succession, will soon bring him to his senses, 
and make him willing to receive the odds you offer. Follow the rules 
of the game most rigorously, and compel your antagonist to do the 
same ; without which, Draughts are mere child’s play. Never touch 
the squares of the board with your finger, as some do, from the suppo¬ 
sition that it assists their powers of calculation ; and accustom your¬ 
self to play your move off-hand, when you have once made up your 
mind, without hovering with your fingers over the board for a couple 
of minutes, to the great annoyance of the lookers-on. Finally, bear in 
mind what may well be termed the three golden rules to be observed 
in p_laying games of calculation: Firstly, to avoid all boasting and 
loud talking about your skill; secondly, to lose with good temper; 
and, thirdly, to win with silence and modesty. 


LAWS OF THE GAME. 


321 


LAWS OF THE GAME. 

L. The first move of each game is to be taken by the players in turn, 
whether the game be won or drawn. For the move in the first game 
at each sitting, the players must cast or draw lots, as they must for the 
men, which are, however, to be changed every game, so that each player 
shall use the Black and White alternately. Whoever gains the choice, 
may either play first or call upon his adversary to do so. 

2. You must not point over the board with your finger, nor do any 
thing which may interrupt your adversary’s full and continued view of 
the game. 

3. At any part of the game you may adjust the men properly on the 
squares, by previously intimating your intention to your adversary. 
This, in polite society, is usually done by saying, “ J’adoube.” But 
after they are so adjusted, if you touch a man, it being your turn to 
play, you must play him in one direction or other, if practicable ; and 
if you move a man so far as to be in any part visible over the angle of 
an open square, that move must be completed, although by moving it 
to a different square you might have taken a piece, for the omission of 
which you incur huffing. The rule is, “ touch and move.” No penalty, 
however, is attached to your touching any man which cannot be 
played. 

4. In the case of your standing the huff, it is optional on the part of 
your adversary to take your capturing piece, whether man or king, 
or to compel you to take the piece or pieces of his which you omitted 
by the huff. The necessity of this law is evident, when the young 
player is shown that it is not unusual to sacrifice two or three men in 
succession for the power of making sontfe decisive “coup.” Were 
this law different, the players might take the first man so offered, and 
on the second’s being placed “ en prise” might refuse to capture, and 
thus spoil the beauty of the game (which consists in the brilliant 
results arising from scientific calculation) by quietly standing the 
huff. It should be observed, however, that, on the principle of “touch 
and move,” the option ceases the moment the huffing party has so far 
made his election as to touch the piece he is entitled to remove. After 
a player entitled to huff has moved without taking his adversary, he 
cannot remedy the omission, unless his adversary should still neglect 
to take or to change the position of the piece concerned, and so leave 
the opportunity It does not matter how long a piece has remained 

14 * 


822 


deaughts. 


“ enprise it may at any time either be huffed or the adversary be com¬ 
pelled to take it. When several pieces are taken at one move, they 
must not be removed from the board until the capturing-piece has 
arrived at its destination; the opposite course may lead to disputes, 
especially in Polish Draughts. The act of huffing is not reckoned as a 
move ; a “huff and a move” go together. 

5. If, when it is your turn to play, you delay moving above three 
minutes, your adversary may require you to play ; and should you not 
move within five minutes after being so called upon, you'lose the game ; 
which your adversary is adjudged to have won through your improper 
delay. 

6. When you are in a situation to take on either of two forward 
diagonals, you may take which way you please, without regard (as in 
Polish Draughts) to the one capture comprising greater force than the 
other. For example, if one man is “ en prise'*' oneway and tico another, 
you may take either the one or the other, at your option. 

7. During the game, neither party can leave the room without mutual 
agreement, or the party so leaving forfeits the game. Such a rule, 
however, could only be carried out with certain limitations. 

8. When, at the end of the game, a small degree of force alone 
remains, the player appearing the stronger may be required to win the 
game in a certain number of moves ; and if he cannot do this, the game 
must be abandoned as drawn. Suppose that three black kings and 
two white kings were the only pieces remaining on the board; the 
White insists that his adversary shall win or relinquish the game as 
drawn after forty* moves (at most) have been played by each player— 
the moves to be computed from that point at which notice was given. 
If two kings remain opposed to one king only, the moves must not 
exceed twenty on ea»ch side. The number of moves once claimed, they 
are not to be exceeded, even if one more would win the game. A move, 
it should be observed, is not complete until both sides have played ; 
therefore, twenty moves, so called, consist of twenty on eaeh side. In 
giving the odds of “the draw,” the game must, however, be played to 
a more advanced state than is required in any other case. When in 
such a game the situations become so equal that no advantage can be 
taken, he who gives the draw shall not occasion any unnecessary delay 
by uselessly repeating the same manoeuvres, but shall force his adver¬ 
sary out of his strong position, or, after at most twenty moves, lose 
the game through its being declared drawn. 

* We think, half the number would he better. 


LAWS OF THE GAME. 


323 


i). By-standers are forbidden to make any remarks whatever relative 
to the game, until that game shall be played out. Should the players 
be contending for a bet or stake, and the spectator say any thing that 
can be construed into the slightest approach to warning or intimation, 
that spectator shall pay all bets pending on the losing side, should that 
side win which has received the intimation. 

10. Should any dispute occur between the players not satisfactorily 
determined by the printed rules, the question must be mutually referred 
to a third party, whose decision shall be considered final. Of course, 
should a player commit any breach of the laws, and refuse to submit to 
the penalty, his adversary is justified in claiming the game without 
playing it out. 

11. Respecting a false move, such as giving a common man the move 
of a king, or any other impropriety of the same sort, the law varies 
in different countries as to the penalty to be exacted by the opposite 
party. We cannot but suppose that such mistakes are unintentional, 
and consider it sufficient penalty that in all such cases the piece touched 
must be moved to whichever square the adversary chooses; or, he has 
the option of allowing the false move to stand, if more to his advantage. 
Should the piece be unable to move at all, that part of the penalty cannot 
be inflicted. 

12. The rule (almost universal with English Draughts) is to play on 
the white squares. The exception (limited we believe to Scotland) is 
to play on the black. When, therefore, players are pledged to a match, 
without any previous agreement as to which squares are to be played 
on, white must be taken as the law. The color of the squares, excep¬ 
ting so far as habit is concerned, makes no difference in their relative 
position on the board. 

In all cases, a player refusing to take, to play, or to comply with any 
of the rules, loses the game. Hence the saying, “Whoever leaves the 
game, loses it.” 


EXAMPLES OF GAMES 


(FROM WALKER’S EDITION OF STURGES-) 


GAME 1. 

12. 

24. 

16 

20 

11. 

15 

10. 

15 

22. 

18 

27. 

24* 

15. 

22 

16. 

19 

25. 

18 

28. 

16 

8. 

llvar. 

15. 

19 

29. 

25 

24. 

15 

4. 

8 

9. 

14 

25. 

22 

18. 

9 


11. 

25 

29. 

22 

32. 

27 

26. 

17 

5. 

14 

11. 

15 

27. 

23 

20. 

16 

6. 

10 

15. 

18 

16. 

12 

24. 

20 

8. 

11 

18. 

27 

28. 

24 

31. 

24 

25. 

29 

14. 

18 

30. 

25 

16. 

11 


7. 

16 

27. 

23 

20. 

11 

8. 

11 

18. 

23 

23. 

IS 

11. 

8 

11. 

8 

23. 

27 

18. 

15 

8. 

4 

B. wins. 

27. 

31 



*4. 

8 

Yar. 

31. 

27 

12. 

16 

24. 

20 

29. 

25 


* These asterisks, wherever they occur, denote the moves which cause the loss of the game. 







324 


DRAUGHTS. 


8. 11 

24. 20 
10. 15 

25. 22 

4. 8 

21. 17 

7. 10 
17. 14 
10. 17 

22. 13 
15. 22 

26. 17 

8. 12 A. 

27. 24 
3. 7 

30. 25 

7. 10 

24. 19 B. 

10. 14 
17. 10 

6. 24 

13. 6 D. 

1. 10 E. 

28. 19 

2 . 6 

31. 26 G. 

11. 15 
20. 11 
15. 24 

23. 19 

10. 14 

26. 22 

6. 9 

25. 21 

9. 13 

11. 7 
W. wins. 

A. 

9. 14 
17. 10 

6. 15 

27. 24 

8. 12 

24. 19 
15. 24 

28. 19 

5. 9 

13. 6 
1. 10 

32. 28 
3. 7 

2.5. 24 

10. 14 
31. 26 

14. 18 
Drawn. 

B. 

25. 21 

10. 14 
17. 10 

6. 15 
13. 6 

2. 9 
24. 19 

15. 24 


28. 

19 

31. 

27 

22. 

18 

23. 

19 

9. 

14 

9. 

13 

15. 

22 

W. 

wins. 

19. 

15 

27. 

24 

25. 

18 



11. 

27 

13. 

17 

4. 

8 

A. 

20. 

11 

22. 

13 

29. 

25 

12. 

19 

1 . 

6 

14. 

17 

10. 

15 

27. 

23 

32. 

23 

23. 

18 

25. 

22 

7. 

14 

6. 

9 

16. 

23 

12. 

16 

23. 

7 

23. 

19 

24. 

19 

21. 

17 

W. 

wins. 

14. 

17 

W. 

wins. 

7. 

10 yar. 



21. 

9. 

14 

18 

F. 

17. 

8. 

13 

12 

GAME 3. 

11. 

7 

6. 

10 

28. 

24 

11. 

15 

18. 

22 

28. 

24 

9. 

14 

22. 

18 

7. 

3 

5. 

9 

18. 

9 

15. 

22 

5. 

9 

31. 

27 

5. 

14 

25. 

18 

3. 

7 

9. 

13 

23. 

19 

8. 

11 

9. 

13 

22. 

18 

16. 

23 

29. 

25 

7. 

10 

13. 

17 

26. 

19 

4. 

8 

22. 

25 C. 

18. 

9 

3. 

8 

25. 

22 

10. 

14 

17. 

22 

31. 

26 

12. 

16 

25. 

29 

9. 

6 

15. 

18 

24. 

19 

31. 

27 

22. 

26 

22. 

15 

16. 

20 

29. 

25 

6. 

2 

11. 

18 

28. 

24 var. 1 

Drawn. 

26. 

31 

32. 

28 

8. 

12 



2. 

7 

2. 

7 

32. 

28 

c. 

10. 

14 

30. 

25 

IQ. 

15 

13. 

17 

19. 

15 

7. 

11 

19. 

10 

10. 

14 

11. 

18 

25. 

21 

7. 

14 

17. 

21 

20. 

11 

18. 

22 

30. 

25 

14. 

17 

31. 

26 

26. 

17 

11. 

16 

22. 

25 

23. 

19 

11. 

15 

18. 

15 

17. 

22 

26. 

23 

20. 

16 

3. 

8 

25. 

29 

24. 

20 

15. 

18 

22. 

17 

22. 

26 

23. 

32 

24. 

20 

14. 

18 

29. 

25 

7. 

10 

18. 

22 

23. 

14 

31. 

27 

32. 

27 

27. 

24 

9. 

18 

W. wins. 

10. 

17 

22. 

26 

26. 

23 



27. 

24 

19. 

15 

6. 

9 

D. 

20. 

16 

12. 

19 

23. 

14 

28. 

19 

24. 

8 

13. 

9 

9. 

18 

9. 

14 

17. 

14 

6. 

22 

15. 

10 

25. 

22 

12. 

19 

15. 

6 

8. 

11 

2. 

6 

14. 

16 

1 . 

10 

10. 

7 var 2. 

22. 

18 

8. 

12 

24. 

6 

11. 

15 

6. 

10 

W. wins. 

Drawn. 

7. 

3 

18. 

9 





2. 

7 

5. 

14 

G. 

Yar. 

3. 

19 

13. 

9 

25. 

22 

9. 

13 

16. 

32 

14. 

17 

6. 

9 

17. 

14 

24. 

19 

9. 

6 

32. 

28 

16. 

19 

32. 

27 

10. 

14 

9. 

13 

23. 

16 

31. 

24 

6. 

2 

28. 

24 

8. 

12 

20. 

27 

17. 

22 

10. 

14 

-14. 

10 

17. 

14 

19. 

15 

31. 

26 

7. 

23 A. 

27. 

31 

11. 

27 

13. 

17 

16. 

7 

21. 

17 

20. 

11 

22. 

13 

2. 

11 

31. 

26 

Drawn. 

14. 

17 

26. 

10 

25. 

21 



19. 

15 

6. 

15 

26. 

22 

E. 

11. 

27 

28. 

24 

17. 

13 

2. 

9 

B. wins. 

5. 

9 

22. 

17 

28. 

19 



27. 

23 

14. 

10 

9; 

25. 

14 

22 

GAME 2. 

1 . 

31. 

6 

26 

17. 

10 . 

14 

7 

1 . 

6 

11. 

15 

6. 

10 

18. 

23 

32. 

28 

24. 

20 

32. 

28 

7. 

3 

6. 

9 F. 

8. 

11 

3. 

7 

23. 

27 


3. 

7 

14. 

18 

7. 

11 

27. 

31 

11. 

16 

31. 

27 

16. 

20 

18. 

22 

B. wins. 

Yar. 1. 

19. 

13 

10. 

19 

23. 16 

9. 14 

18. 

9 

5. 

14 

16. 

12 

11. 

15 

27. 

23 

6. 

10 

31. 27 

8. 

11 

22. 

17 

15. 

18 

30. 

25 

2. 

6 . 

23. 

19 ; 

11. 

15 

28. 

24 

6. 

9 

17. 

13 

1 . 

6 

26. 22 

7. 

11 

19. 

16 

8 . 

7 

24. 

19 

15. 

31 

22. 

8 


"W. winy 


A. 

1 . 6 
17. 13 
11. 15 
28. 24 

7. 11 
23. 19 
11. 16 
26. 23 

6. 9 
13. 6 

2. 9 
21. 17 
Drawn. 

B. 
17. 13 
11. 16 
28. 24 

1. 5 
32. 28 

7. 11 
26. 22 
11. 15 

B. wins. 









EXAMPLES OF GAMES. 


825 


Var. 2. 

IT. 14 

11. 15 

21. 17 

16. 19 

31. 26 
2 . 6 

17. 13 

12. 16 
25. 21 

18. 23 
Drawn. 

GAME 4. 

11. 15 

22. 18 
i5. 22 
25. 18 

8 . 11 
29. 25 

4. 8 

25. 22 

12. 16 
24. 20 

10. 14 
27. 24 

8. 12 

24. 19 

7. 10 

32. 27 
9. 13 

18. 9 

5. 14 
22. 18 

1. 5 

18. 9 
5. 14 

19. 15 A. 

11. IS 

20. 11 
18. 22 

26. 17 

13. 22 
11 . 8 

22. 25 

8. 4 

25. 29 
4 8 

2. 7 

23. 19 
29. 25 

27. 24 

14. 18 

21. 17 
25. 22 

17. 13 

18. 23 
8. 4 

10. 14 

24. 20 

22. IS 
4. 8 
18. 22 
20. 16 
22. 18 

8 . 11 
7. 10 


28. 24 B. 

C. 

27. 24 var. 

14. 17 

30. 26 

3. 7 

24. 20 

9. 14 

30. 25 var. 

10. 14 

10. 6 

6. 9 

11. 8 

3. 8 

13. 6 

17. 22 

24. 20 

1. 10 

8. 11 

8. 11 

22. 13 

14. 17 

6. 1 

14. 18 

11. 8 

11. 15 

23. 14 

17. 21 

1. 6 

16. 30 

B. wins. 

15. 19 

25. 21 


20. 16 

10. 17 

A. 

18. 23 

21. 14 

27. 24 

26. 22 

30. 25 

3. 7 

23. 26 

14. 9 

26. 22 

16. 11 

11. 15 var. 

14. 17 

26. 30 

9. 6 

21. 14 

11. 7 

2. 9 

10. 26 

30. 26 

13. 6 

31. 22 

B. wins. 

15. 18 

7. 10 


6. 2 

30. 25 

D. 

7. 10 

10. 14 

16. 12 

2. 6 

25. 21 

10. 14 

10. 14 

13. 17 

1. 5 

6. 9 

22. 13 

26. 23 

25. 21 

6. 9 

5. 1 

31. 26 

Drawn. 

23. 19 

14. 17 


1. 6 

Drawn. 

B. 

19. 15 


11. 7 

6. 2 

Yar. 1. 

6. 9 

15. 11 

23. 19 

13. 6 

2. 6 

16. 23 

23. 27 

3. 7 

26. 19 

31. 24 

6. 10 

3. 7 

10. 15 

14. 18 

31. 27 

19. 10 

10. 3 

14. 18 

12. 19 

18. 14 

30. 25 

24. 15 

12. 8 

11. 16 

18. 9 

B. wins. 

20. 11 

28. 24 


7. 23 

14. 18 

GAME 5. 

25. 21 

24. 19 C. 

11. 15 

18. 25 

18. 23 

22. 18 

27. 11 

19. 16 

15. 22 

25. 30 

9. 14 

25. 18 

11. 8 

10. 6 

8. 11 

30. 26 

23. 27 

29. 25 

8. 3 

6. 1 

4. 8 

26. 23 

14. 10 

25. 22 

3. 8 

30. 25 

12. 16 

23. 18 

27. 31 

24. 20 

8. 11 

25. 21 

10. 15 

10. 14 

31. 26 

21. 17 

24. 19 

21. 17 D. 

7. 10 

18. 23 

26. 23 

27. 24 

11. 16 

17. 13 

8. 12 

14. 17 

10. 14 

17. 13 

21. 14 

1. 5 

9. 14 

6. 10 

23. 19 

18. 9 

14. 7 

16. 12 

5. 14 ( var. 

2. 20 

19. 15 

24. 19 ■{ 1, 2, 

19. 15 

5. 1 

15. 24 ( &3. 

1. 6 

15. 10 

2S. 19 

B. wins. 

1. 5 

14. 17 


10. 6 

32. 27 

Var. 2. 

B. wins. 

10. 14 

30. 25 


14. 17 

25. 21 

3. 7 

21. 14 

10. 17 

24. 19 

15. 24 
28. 19 

7. 10 
32. 27 

17. 21 

22 . 18 

21. 25 

18. 15 

11 . 18 

20. 11 

25. 30 

23. 7 

B. wins. 

Var. 3. 

31. 27 
1. 5 

23. 19 A. 

16. 23 

27. 9 
5. 14 

24. 19 

15. 24 

28. 19 
11. 15 

32. 28 
15. 24 
28. 19 

3. 8 

26. 23 
14. 17 

22 . 18 

17. 22 
B. wins. 


23. 

18 

14. 

23 

26. 

19 B. 

16. 

23 

27. 

18 

10. 

14 

18. 

9 

5. 

14 

30. 

26 

12. 

16 

26. 

23 

14. 

17 

24. 

19 

15. 

24 

28. 

12 

17. 

26 

23. 

18 

6. 

10 


B. wins. 

B. 

27. 18 

16. 19 
32. 27 C. 


5. 9 
20. 16 
11. 20 

18. 11 

10. 15 
22. 17 

3. 7 

11 . 8 

7. 10 

8. 3 

9. 14 

3. 8 

14. 21 

8 . 11 

6. 9 
B. wins. 

C. 

22. 17 D. 

15. 31 

24. 8 
5. 9 

30. 25 

31. 26 
B. wins. 

D. 

26. 23 

19. 26 

30. 23 

10. 14 
18. 9 

5. 14 

23. 19 

6. 10 

32. 27 
B. wins. 

Yar. 4. 

22. 18 
1. 5 

18. 9 
5. 14 

19. 15 

11. 18 

20. 11 

12. 16 

27. 24 
18. 27 

24. 20 
27. 32 

31. 27 

32. 23 
26. 12 

17. 22 
11 . 8 
14. 18 

8. 4 

18. 23 

4. 8 
22. 26 
30. 25 
26. 30 

25. 22 
30. 25 
22. 17 

25. 2? 







326 DRAUGHTS. 


17. 14 

23. 19 

3. 12 


B. 

5. 9 

1 . 5 

21. 17 

28. 32 

13. 9 

18. 

14 

10. 15 

19. 15 

14. 9 

B. wins. 

14. 18 

10 . 

26 

9. 5 

26. 31 

17. 14 


28. 24 

30. 

7 

15. 18 

27. 23 

Drawn. 

E. 

18. 23 

B. wins. 

21. 17 

7. 11 


9. 5 

24. 19 



18. 22 

23. 19 

Yar. 5 

22 . 18 

23. 27 

c. 

17. 14 

11 . 18 

22 . 18 

31. 26 

19. 15 

23. 

19 

1 . 6 

19. 15 

1. 5 

11. 15 

27. 32 

16. 

23 

5. 1 

18. 22 

18. 9 

5. 1 

15. 11 

27. 

9 F. 

6 . 2 

24. 19 

5. 14 

7. 11 

32. 27 

1 . 

5 

14. 9 

31. 27 

26. 22 

1. 5 

9. 5 

26. 

23 E. 

B. wins. 

28. 24 

17. 26 

12 . 16 

27. 23 

5. 

14 


Drawn. 

81. 22 

13. 9 

5. 1 

31. 

27 

D. 


14. 17 

16. 19 

22 . 26 

3. 

8 

30. 26 

G. 

22 . 18 

B. wins. 

Drawn. 

23. 

18 

16. 19 

7. 11 

17. 22 



14. 

23 

32. 28 

25. 21 

19. 15 

F. 

Yar. 

27. 

18 

8 . 12 

18. 22 

16. 19 

31. 26 

9. 14 

12 . 

16 

22. 17 

26. 17 

15. 8 

11. 15 

18. 9 

32. 

27 D. 

15. 31 

11. 15 

19. 28 

6 . 2 

5. 14 

16. 

19 

24. 8 

20 . 16 

18. 14 

7. 11 

23. 18 C. 

18. 

14 

31. 26 

15. 18 

28. 82 

2 . 6 

14. 23 

19. 

28 

B. wins. 

24. 20 

8 . 3 

18. 14 

27. 18 A. 

14. 

7 


18. 22 

7. 11 

26. 23 

16. 19 

15. 

18 

E. 

27. 24 

23. 19 

12 . 16 

32. 28 

22 . 

15 

32. 28 

22 . 26 

32. 27 

B. wins. 

10. 14 

11 . 

18 

5. 14 

19. 15 

3. 8 


18. 9 

7. 

3 

26. 23 

12. 19 

2 . 7 

GAME 6. 

1. 5 

8 . 

12 

3. 8 

13. 9 

8 . 15 

11. 15 

26. 23 

27. 

24 

23. 19 

6 . 22 

7. 10 

22 . 18 

19. 26 

28. 

32 

15. 18 

15. 6 

14. 7 

15. 22 

30. 23 

24. 

19 

22. 15 

1 . 10 

6 . 9 

25. 18 

5. 14 

6 . 

10 

11 . 18 

24. 6 

B. wins. 

8 . 11 

24. 19 

3. 

8 

81. 26 

8 . 12 


29. 25 

15. 24 

32. 

28 

18. 22 

Drawn. 

Yar. 6. 

4. 8 

28. 19 

8 . 

11 

26. 17 


25. 22 

25. 22 

14. 17 

28. 

24 

14. 21 

H. 

9. 6 E. 

12 . 16 

22 . 18 

11 . 

15 L. 

30. 26 

27. 23 

2. 9 

24. 20 

17. 22 

IS. 

23 

21. 25 

15. 18 

13. 6 

10. 15 

18. 14 

15. 

6 

26. 23 

22. 15 

22 . 18 

21. 17 

6 . 10 

2 . 

9 

25. 30 

11. 27 

6 . 2 F. 

7. 10 

14. 7 

13. 

6 

23. 18 

32. 23 

18. 23 

17. 13 

3. 10 

24. 

15 

30. 26 

8 . 11 

2 . 6 

8 . 12 

23. 18 

30. 

25 

18. 15 

30. 26 

11. 15 

28. 24 

2 . 6 

15. 

10 

26. 31 

14. 17 

6 . 2 

10. 14 yar. 

B. wins. 

6 . 

1 

B. wins. 

26. 22 

7. 11 

23. 19 


10 . 

14 


17. 26 

2 . 6 

16. 23 

A. 

1 . 

6 

F. 

31. 22 

15. 18 

26. 10 

26. 19 

23. 

26 

26. 19 

10. 14 

6 . 10 

14. 23 

16. 23 

25. 

21 

3. 8 

22 . 18 

18. 22 

27. 18 

27. 18 

26. 

30 

31. 26 H. 

1. 5 

10. 14 

6 . 15 

12 . 16 

6 . 

1 

15. 18 

18. 9 

22. 25 

13. 6 

32. 28 

30. 

26 

22 . 15 

5. 14 

14. 17 

1 . 10 

16. 19 

1 . 

5 

11 . 18 

B. wins. 

25. 29 

31. 26 

30. 26 B. 

26. 

22 

32. 28 I. 


17. 14 

5. 9 

1. 5 

5. 

1 

2. 7 

I. 

29. 25 

26. 23 

31. 27 

22 . 

17 

30. 25 

26. 22 

14. 10 

9. 13 

5. 9 

1 . 

5 

14. 17 G. 

18. 25 

25. 22 

23. 19 

20 . 16 

17. 

13 

25. 21 

30. 21 

10. 14 

13. 17 

11 . 20 

5. 

1 

18. 22 

14. 18 

23. 27 

22. 13 

18. 11 

13. 

9 

21. 14 

32. 28 K, 

14. 10 

15. 22 

10. 15 

1 . 

5 

10. 17 

10. 15 

22 . 17 

32. 28 

22; 17 

9. 

6 

26. 23 

19. 10 

31. 26 

10. 14 

3. 7 

5. 

1 

17. 21 

6 . 15 

27. 32 

19. 16 

11 . 8 

14. 

10 

23. 18 

21. 17 

26. 23 

12. 19 

7. 10 

1 . 

5 

22 . 26 

8 . 11 

32. 28 

24. 8 

B. wins. 

6 . 

1 

18. 14 

B„ wins. 








] 

EL 

Yar. 1. 

21 . 

17 

15. 

18 

8 . 

11 

17. 

13 

27. 

23 

9. 

14 

18. 

27 

26. 

23 

32. 

23 

14. 

17 

11 . 

15 

23. 

14 

20 . 

16 

17. 

21 

15. 

18 

27. 

23 var. 2. 

23. 

7 

10 . 

17 

2 . 

27 

31. 

26 

17. 

14 

5. 

9 

27. 

32 

25. 

22 

19. 

15 

9. 

14 

32. 

27 

29. 

25 

B. wins. 

8 . 

11 


r 

24. 

20 

19. 16 

12. 19 

11. 15 

Drawn. 

11 . 

20 . 

7. 

32. 

3. 

16 

11 

16 

27 

8 

GAME 7. 

19. 

16. 

15 

19 

22 . 

13 

23. 

16 

11 . 

15 

12 . 

19 

18. 

11 

15. 

10 

8 . 

15 

6 . 

15 

21 . 

17 

13. 

9 

4. 

8 

15. 

13 

23. 

19 

22 . 

15 

8 . 

11 varl. 

14. 

18 

17. 

13 

15. 

10 

9. 

14 

8 . 

12 

27. 

23 

9. 

5 

5. 

9 

2 . 

6 

25. 

22 

10 . 

7 

14. 

17 

6 . 

9 

29. 

25 

27. 

24 

17. 

21 

9. 

13 

22 . 

17 

24. 

15 

11 . 

16 

17. 

22 

25. 

22 

26. 

17 

16. 

20 

13. 

29 

19. 

16 

15. 

10 

20 . 

27 

29. 

25 

31. 

24 

7. 

2 

12 . 

19 

25. 

22 

23. 

16 

Drawn. 

10 . 

14 



17. 

10 

Yar. 2. 

7. 

14 

31. 

26 

24. 

19 

10 . 

17 

15. 

24 

25. 

22 

28. 

19 

8 . 

11 D. 

1 . 

5 

27. 

23 

22 . 

17 

7. 

10 

14. 

18 

29. 

25 A. 

26. 

23 

11 . 

15 

18. 

27 

32. 

27 

32. 

23 

3. 

7 

6 . 

10 

19. 

16 

13. 

6 

12 . 

19 

2 . 

9 

23. 

16 

17. 

13 

7. 

11 

9. 

14 

16. 

7 

Drawn. 

2 . 

11 


EXAMPLES OF GAMES 

27. 23 

B. 

5. 9 

27. 23 

24. 20 

14. 18 

9. 14 

23. 14 

28. 24 

19. 23 

11 . 16 

26. 19 

20 . 11 

17. 26 

15. 18 

30. 23 

22. 15 

6 . 9 

10 . 28 

13. 6 

11. 7 

2. 27 

6 . 10 

B. wins 

7. 2 

28. 32 

2. 7 

32. 27 

23. 19 

27. 31 

25. 22 

31. 27 

7. 11 

27. 24 

19. 16 

24. 27 

16. 12 

27. 31 

12 . 8 

1 . 6 

8 . 3 

14. 18 

22. 15 

31. 22 

C. 

29. 25 

3. 8 

27. 23 

8 . 12 

16. 11 

5. 9 

23. 16 

12. 19 

11 . 8 

19. 23 

26. 19 

17. 26 

30. 23 

21. 30 

19. 16 

30. 26 

23. 19 

Drawn. 

11 . 16 

D. 

10. 19 

5. 9 

16. 23 

22 . 18 

6 . 10 

8 . 11 

3. 7 

26. 23 

10. 14 

17. 22 

7. 10 

18. 15 

22 . 26 

11 . 18 

23. 19 

23. 5 

26. 22 

7. 11 

10. 15 

24. 20 

W. wins. 

3. 7 

27. 23 E. 

A. 

6 . 10 

24. 20 

32. 27 

11. 15 

11 . 16 

19. 16 

20 . 11 

12. 19 

7. 16 

23. 16 

28. 24 

15. 19 

22 . 26 

32. 27 

29. 25 

10. 14 

26. 31 

16. 11 B. C. 

25. 22 

19. 24 

2 . 6 

28. 19 

22. 18 F. 

21. 25 

16. 20 

30. 21 

18. 14 

14. 18 

10. 17 

21. 14 

23. 18 

18. 25 

17. 22 

29. 22 

30. 26 

6 . 9 

22. 25 

13. 6 

26. 22 

2. 25 

25. 30 

Drawn. 

22 . 17 


327 


30. 

26 

6 . 

10 

18. 

14 

2 . 

6 

26. 

22 

30. 

25 

14. 

9 

6 . 

9 

6 . 

10 

25. 

21 

9. 

6 

9. 

14 

22 . 

18 

12 . 

16 

6 

2 

14. 

7 

31. 

26 

21 . 

14 

2 . 

7 

20 . 

11 

10 . 

14 

B. wins. 

17. 

10 



26. 

7. 

23 

2 

GAME 8. 

23. 

16 

22 . 

18 

2 . 

6 

11 . 

15 

21 . 

25 

18. 

11 

6 . 

9 

8 . 

15 

18. 

15 

21 . 

17 

10 . 

7 

4. 

8 

B. wins. 

23. 

19 



8 . 

11 

E. 

17. 

13 

28. 

24 

9. 

14 

6 . 

10 

27. 

23 

13. 

9 

6 . 

9 yar. 

10 . 

14 

13. 

6 

9. 

6 

2 . 

9 

1 . 

10 

24. 

20 

5. 

1 

15. 

24 

14. 

18 

28. 

19 

1 . 

5 

14. 

17 

11 . 

16 

25. 

22 

20 . 

11 

9. 

13 

7. 

23 

29. 

25 

5. 

9 

5. 

9 

21 . 

25 

32. 

28 

30. 

21 

9. 

14 

22 . 

26 

31. 

27 

21 . 

17 

1 . 

5 

26. 

31 

25. 

21 

9. 

13 

11 . 

15 

10 . 

15 

27. 

24 

13. 

9 

7. 

11 

15. 

19 

30. 

25 A. 

24. 

15 

3. 

7 

31. 

24 

19. 

16 

9. 

14 

12 . 

19 

12 . 

16 

23. 

16 

Drawn. 

14. 

18 



21 . 

14 

F. 

10 . 

17 

22 . 

17 

24. 

19 

31. 

26 

15. 

24 

23. 

18 

22 . 

8 

16. 

32 

17. 

21 

30. 

23 

28. 

19 

32. 

27 

21 . 

30 

24. 

20 

16. 

12 

21 . 

25 

30. 

16 

23. 

19 

20 . 

2 

25. 

30 

W. wins. 

18. 

14 



27. 

24 

A 


14. 

7 

19. 

16 

24. 

15 

12 . 

19 

7. 

2 

23. 

7 










328 


DRAUGHTS. 


14. 18 

21. 14 

18. 25 

30. 21 
10. 17 
21. 14 

3. 17 

24. 19 

15. 24 

28. 19 

17. 21 
Drawn. 

Yar. 1. 

15. 18 

19. 15 var. 2 

18. 27 
15. 8 

12. 16 
32. 23 

3. 12 

24. 20 

7. 11 C. 

25. 22 

14. 17 

29. 25 
10. 15 

31. 27 
2. 7 

13. 9 
6. 13 B. 

25. 21 
1. 6 

21. 14 
6. 9 

23. 18 

13. 17 

22. 6 

15. 31 
27. 24 
31. 27 

6 . 1 

27. 23 
1. 6 

23. 18 
6. 10 
W. wins. 

B. 

5. 14 

22. 13 

14. 17 
13. 9 

6. 13 

25. 21 

15. 18 

23. 14 
17. 22 

26. 17 
13. 22 

28. 24 
1 . 6 

27. 23 
22. 25 
21. 17 
25. 29 

24. 19 
W. wins. 


c. 

17. 26 

2. 18 

23. 18 

10. 15 

30. 23 

31. 27 

22. 25 

20. 11 

21. 30 

8. 12 

18. 15 

7. 16 

19. 16 

15. 10 

10. 19 

13. 9 

Drawn. 

5. 9 

24. 15 

6. 13 


10. 7 

7. 10 

23. 18 

E. 

9. 14 

15. 6 

15. 22 

5. 9 

7. 2 

2. 9 

26. 10 

25. 22 

14. 17 

27. 23 

16. 19 

11. 16 

Drawn. 

25. 29 

31. 27 

20. 11 


23. 18 

5. 9 

7. 16 

H. 

29. 25 

25. 22 D. 

19. 15 

25. 22 

31. 26 

9. 14 

9. 14 

10. 17 

9. 13 

29. 25 

22. 18 

29. 25 

18. 14 

12. 16 

1. 5 

11. 16 

13. 17 

25. 21 

18. 9 

27. 23 

14. 10 

16. 20 

5. 14 

16. 20 

25. 22 

27. 23 

15. 11 

31. 27 

26. 23 

19. 26 

16. 20 

3. 8 

22. 26 

30. 23 

11. 8 

23. 18 

23. 19 

1. 5 

2. 7 

5. 9 

26. 23 

22. 18 

29. 25 

19. 16 

10. 6 

13. 17 

7. 11 

12. 19 

17. 22 

18. 9 

25. 22 

24. 15 

6. 2 

5. 14 

6. 10 

8. 12 

22. 26 

Drawn. 

W. wins. 

27. 23 

16. 12 



7. 10 

23. 16 

D. 

F. 

15. 11 

30. 23 

30. 26 

11. 16 

20. 24 

21. 25 

13. 17 

20. 11 

28. 19 

2. 6 

25. 21 

7. 16 

B. wins. 

25. 30 

19. 23 

19. 15 


6. 10 

21. 5 

23. 32 

3. 8 

25. 22 

GAME 9. 

30. 26 

23. 18 

26. 22 

2. 7 

22. 18 

20. 24 

82. 27 

31. 27 

11. 15 

B. wins. 

Drawn. 

5. 9 

18. 11 



15. 10 

8. 15 

Yar. 1. 

Yar. 2. 

7. 14 

21. 17 

24 20 

32. 27 

2S. 24 

4. 8 

15. 24 

14. 17 G. 

8. 11 

23. 19 

20. 11 

23. 14 

Drawn. 

8. 11 

7. 16 

17. 21 


17. 13 

28. 19 

24. 20 H. 

G. 

9. 14 

17. 21 

10. 17 

11. 16 

27. 28 

22. 18 var 2 

27. 23 

25. 22 

5. 9 

2. 7 

7. 10 E.F. 

IS. 25 

25. 22 

31. 27B.C. 

25. 22 

29. 22 

14. 17 

10. 14 

11. 15 

14. 17 

29. 25 

18. 15 

19. 16 

24. 20 

11. 16 

3. 8 

12. 19 

10. 14 

32. 27 yar. 1 

26. 22 

23. 16 

20. 11 

16. 20 

7. 11 

10. 14 

7. 16 

19. 16 

22. 18 

29. 25 

19. 15 

12. 19 

1. 5 

15. 19 

3. 8 

23. 16 

25. 22 

31. 27 

27. 24 

17. 21 

14. 17 

3. 8 

16. 19 

22. 17 

30. 26 

27. 23 

23. 16 

15. 18 

21. 25 

8. 12 

12. 19 

26. 23 

27. 24 

16. 11 

24 20 

18. 22 

25. 30 

5. 9 

14. 18 

25. 18 

15. 10 

23. 16 

20. 16 

10. 14 

6. 15 

12. 19 

18. 25 

17. 10 

13. 6 

11. 8 

30. 14 

6. 22 

16. 20 

19. 23 

6. 9 

13. 6 

19. 10 

26. 19 

13. 6 

1. 10 

20. 27 


22. 13 

27. 31 
26. 22 

31. 26 

22. 17 
26. 19 

Drawn. 

Yar. 2 
82. 28 
2. 7 

28. 24 

7. 11 
24. 20 

11. 15 A. 
20. 11 

15. 24 

23. 19 

10. 14 

11 . 8 

24. 28 

8. 4 
28. 32 

4. 8 

32. 28 
8 . 11 

28. 24 
19. 15 
14. 18 

22. 17 

24. 19 
17. 14 
19. 17 
26. 22 
17. 26 
31. 15 

12. 16 
11. 20 

Drawn. 

A. 

3. 8 

23. 18 

16. 23 
26. 19 
10. 15 
19. 10 

6. 15 
13. 6 

1. 10 

31. 26 
Drawn. 

B. 

25. 22 

7. 11 

32. 28 D. 

10. 14 
28. 24 
16. 20 

19. 15 

20. 27 
31. 24 

11. 16 
15. 10 

6. 15 
13. 6 













EXAMPLES OF GAMES 


329 


1. 10 

26. 30 

23. 19 

14. 10 

18. 11 

11. 4 

8. 11 

6. 15 

16. 20 

Drawn. 

17. 13 

13. 6 

Drawn. 


9. 14 

19. 23 


F. 

27. 23 

28. 24 

D. 

31. 27 

5 9 

5. 9 

9. 14 

25. 22 

6. 2 

31. 27 

25. 22 

14. 17 

15. 19 

3. 8 E. 

21. 25 

29. 25 

24. 15 

19. 15 

30. 21 

17. 21 

9. 14 

10. 19 

14. 17 

22. 17 F. 

18. 9 

22. 17 

21. 14 

11. 16 C. 

11. 25 

1. 5 

10. 17 

25. 22 

2. 7 

17. 14 

19. 16 

16. 20 

25. 29 

W. wins. 

12. 19 

19. 16 

7. 10 


23. 16 

20. 27 

29. 25 

E. 

7. 11 

31. 24 

10. 15 

10. 14 

19. 15 

3. 7 

15. 8 

21. 25 

30. 21 

16. 19 

23. 16 

14. 30 

16. 11 

Drawn. 

C. 

16. 7 

12. 19 

25. 22 

3. 19 

23. 16 

15. 19 

32. 28 

9. 14 var. 1 

W. wins. 

17. 21 

24. 19 


27. 23 

Drawn. 

G. 

22. 18 

3. 8 

26. 22 

7. 11 

32. 28 

11. 16 

15. 24 

28. 19 

10. 15 

19. 10 

6. 15 

17. 10 

7. 14 

22. 17 

2. 7 

17. 10 

B. 

8. 12 

24. 20 

12. 16 

28. 24 

1. 5 

32. 28 

16. 19 
'7. 14 

10. 26 

30. 7 

15. 22 

7. 2 

22. 26 

24. 19 

26. 31 

19. 15 

31. 26 

2. 7 

26. 23 

18. 15 

15. 11 

7. 14 

3. 8 var. 3 

8. 15 

13. 9 

32. 27 

18. 11 

14. 17 A. 

16. 20 

24. 27 

16. 11 

25. 22 

31. 24 

15. 18 

7 11 

16. 20 

26. 23 

22. 18 

11. 7 

18. 27 

10. 14 

27. 24 

Drawn. 

Drawn. 

Drawn. 

H. 

A. 

15. 19 

Var. 3. 

23. 18 

3. 8 

W. wins. 

16. 20 

32. 28 

16. 11 


25. 22 F. 

7. 11 

19. 24 

C. 

20. 24 

26. 23 

26. 22 

9. 14 

32. 28 G.H. 

1. 5 

24. 28 

25. 22 

3. 8 

22. 17 

9. 5 

3. 8 D. 

23. 18 

11. 16 

1. 6 

23. 18 

7. 11 

31. 26 

5. 1 

14. 23 

26. 23 

16. 20 

6. 9 

17. 14 

1. 5 

19. 16 

1. 6 

10. 17 

22. 17 

12. 19 

9. 13 

19. 3 

11. 16 

23. 16 

W. wins. 

11. 16 

31. 26 

10. 19 


26. 19 

16. 20 

26. 23 

Var. 1. 

17. 26 

19. 16 

19. 26 

7. 11 

30. 23 

10. 19 

Drawn. 

16. 7 

16. 20 

18. 15 


2. 11 

32. 27 

24. 27 

23. 18 

GAME 10. 

26. 23 

3. 8 

21. 25 

31. 26 

27. 31 

22. 18 

23. IS 

25. 30 

26. 22 

11. 15 

15. 19 B. 

19. 15 

31. 26 

18. 11 

24. 15 

30. 25 E. 

30. 23 

8. 15 

10. 19 

23. 19 

19. 26 

21. 17 

17. 14 

25. 30 

16. 11 

4. 8 

1. 5 

26. 23 


30. 25 

15. 10 
6. 15 

19. 10 
2. 7 
10. 6 

1. 10 

23. 19 
W. wins. 


D. 

14. 18 
23. 14 
1. 5 
14. 9 

5. 14 

26. 23 
W. wins. 


E. 


1 . 

5 

26. 

22 

30. 

26 

15. 

11 

8. 

15 

23. 

19 

26. 

17 

W. wins. 

F. 

24. 

20 

15. 

24 

28. 

19 

9. 

14 K. 

22. 

17 

11 . 

15 

25. 

22 

15. 

24 

22. 

18 

7. 

11 

18. 

9 

11. 

15 

9. 

5 

3. 

7 G. 

20. 

16 

12. 

19 

23. 

16 

7. 

11 

16. 

7 

2. 

11 

26. 

23 

11. 

16 

31. 

26 

24. 

27 

26. 

22 

15. 

19 

23. 

18 

19. 

23 

18. 

14 

Drawn. 


G. 

2. 7 
30. 25 
W. wins. 


H. 

24. 28 

31. 27 

2. 7 1. 
30. 25 

21. 30 

20 . 16 

W. wins. 

I. 

3. 7 
30. 25 

21. 30 
20 . 16 
12. 19 
23. 16 

30. 23 

27. 11 
Drawn. 

K. 

11. 15 

32. 28 L. 

15. 24 

28. 19 
9. 14 

22. 17 M. 
10. 15 
19. 10 

6 . 15 
17. 10 

7. 14 

25. 22 
Drawn. 

L. 

19. 16 

12. 19 

23. 16 

7. 11 

16. 7 

2 . 11 

22. 17 
15. 19 
25. 22 
10 . 15 

31. 27 
19. 24 
27. 23 

24. 27 

23. 18 
27. 31 

17. 14 
15. 19 
14. 5 

3. 8 
Drawn. 

M. 

22 . 18 
14. 17 
19. 16 
12. 19 

23. 16 
1. 5 

25. 22 
5. 9 







330 


DRAUGHTS 


26. 

23 


11. 

16 

17. 

26 


18. 

11 

81. 

22 


16. 

23 

7. 

11 


22. 

18 

16. 

7 


10. 

14 

2. 

11 


17. 

10 

22. 

17 


6 

22 

3. 

8 


13. 

6 

23. 

19 


1 . 

10 

8. 

12 


11. 

8 

17. 

14 


23. 

26 

Drawn. 


30. 

23 




21. 

25 

GAME 11. 

23. 

10. 

19 

14 

22. 

18 


8. 

4 

11. 

15 


25. 

30 

18. 

11 


4. 

8 

8. 

15 


30. 

25 

21. 

17 


8. 

11 

4. 

8 


22. 

26 

23. 

19 


31. 

22 

8. 

11 


25. 

18 

17. 

13 


B. wins. 

9. 

27. 

5. 

25. 

14. 

29. 

14 

23 

9 

22 

17 

25 


Var. 2. 
31. 27 

21. 25 

30. 21 

9. 14 

17. 

21 


£>. W 

ms. 

22. 

17 


Va 

r. 3. 

11. 

16 


32. 

27 

25. 

22 


3. 

8 

7. 

11 ( 

var. 

22. 

18 B. 

24. 

20 •< 

1,2, 

15. 

22 

15. 

24 

& 3. 

19. 

15 A. 

28. 

19 


11. 

18 

10. 

14 


23. 

5 

17. 

10 


22. 

25 

6. 

24 


B. wins. 

13. 

6 




1 . 

10 


A 


22. 

17 C 


24. 

20 

24. 

28 


22. 

25 

17. 

13 


27. 

24 

3. 

7 


25. 

29 

13. 

9 


19. 

15 

16. 

19 


11. 

27 

23. 

16 


20. 

4 

12. 

19 


29. 

25 

9. 

5 


B. wins. 

19. 

24 




5. 

1 


B 


11. 

16 


24. 

20 

20. 

11 


15. 

24 

7. 

16 


28. 

19 

1 . 

5 


10. 

14 

16. 

20 


17. 

10 

5. 

9 


6. 

24 

24. 

27 


13. 

6 

Drawn. 


1 . 

10 




B. wins 

Var. 1. 




23. 

18 


C 


16. 

23 


23. 

18 

26 

19 


10. 

15 


18. 

14 

18. 15 

15. 

19 

9. 18 

32. 

28 

23. 14 

3. 

7 

12. 16 

22. 

18 

19. 12 

19. 

23 

10. 19 

28. 

19 

12. 8 

21. 

25 

Drawn. 

30. 

21 


23 

30 

A. 

19. 

15 

11. 16 

30. 

25 

27. 23 

15. 

8 

6. 9 

25. 

22 

22. 18 

20. 

11 

1. 6 

22. 

15 

30. 25 

8. 

3 

6. 10 

7. 

16 

25. 21 

3. 

8 

10. 17 

16. 

19 

21. 14 

14. 

9 

7. 10 

19. 

24 

14. 7 

21. 

17 

3. 10 

Drawn. 

32. 28 



10. 14 

GAME 12. 

26. 22 

14. 17 

22. 

18 

19. 15 

11. 

15 

Drawn. 

18. 

11 


8. 

15 

Var. 

25. 

22 

12. 16 

4. 

8 

18. 14 C. 

29. 

25 

10. 17 

8. 

11 

22. 13 

23. 

18 

16. 20 B. 

9. 

13 var. 

21. 17 

18. 

14 

7. 10 

10. 

17 

26. 23 

21. 

14 

9. 14 

6. 

10 

25. 21 

25. 

21 

15. 18 

10. 

17 

30. 25 

21. 

14 

10. 15 

2. 

6 

17. 10 

24. 

19 

18. 22 

15. 

24 

25. 18 

28. 

19 

15. 22 

6. 

10 A. 

23. 19 

22. 

17 

6. 15 

13. 

22 

19. 10 

26. 

17 

22. 25 

11. 

15 

24. 19 

32. 

28 

2. 7 

15. 

24 

Drawn. 

28. 

19 


1 

6 

B. 

30. 

26 

9. 14 

3. 

8 

24. 20 

26. 

23 

6. 10 

8. 

11 

27. 24 

23. 

18 

16. 19 

11. 

16 

25. 22 

27. 

23 

14. 18 

16. 

20 

22. 17 

31. 

27 

1. 6 

6. 

9 

32. 27 


19. 23 

24. 20 

26. 19 

29. 25 

18. 23 

31. 26 

27. 18 

13. 17 

15. 22 

26. 23 

17. 14 

25. 22 

10. 17 

20. 16 

21. 14 

2. 7 

6. 10 

B. wins. 

14. 9 

5. 14 


13. 9 

GAME 13 

14. 17 

9. 5 

22. 18 

17. 21 

11. 15 

5. 1 

18. 11 

22. 25 

8. 15 

31. 26 

21. 17 

Drawn. 

4. 8 

23. 19 

0. 

8. 11 

24. 20 

17. 13 

16. 19 

9. 14 

27. 23 D. 

25. 21 

9. 13 

14. 18 

B. wins. 

26. 23 

18. 22 

D. 

30. 26 

27. 24 

15. 18 

10. 14 

26. 17 

20. 16 E. 

18. 22 

14. 23 

23. 18 

31. 27 

11. 16 

11. 20 

27. 23 A. 

27. 11 

16. 20 

7. 16 

32. 27 

24. 15 

10. 14 var 

Drawn. 

17. 10 

7. 14 

E. 

18. 9 

22. 17 

5. 14 

14. 23 

13. 9 

25. 22 

6. 13 

9. 13 

19. 15 

17. 14 

1. 6 

11. 16 

24. 19 

20. 11 

3. 7 

7. 16 

28. 24 

14. 10 F. 

22. 25 

16. 20 

29. 22 

31. 27 

14. 18 

15. 18 

23. 14 

B. wins. 

6. 10 

15. 6 

F. 

2. 25 

14. 9 

19. 15 

5. 14 

25 30 

22. 18 

27. 23 

15. 22 

20. 27 

24. 15 

31. 24 

6. 10 

30. 26 

15. 6 

23. 18 

1. 10 

26. 22 

26. 12 

18. 14 

22. 25 

12. 16 

28. 24 

15. 11 

25. 29 

Drawn. 














A 

* 

14. 

18 

18. 

14 

29. 

25 

16. 

23 

18. 

23 

27. 

18 

27. 

18 

10. 

15 

20. 

27 

18. 

11 

18. 

14 

7. 

16 

27. 

31 

13. 

9 

25. 

22 

6. 

13 

31. 

27 

32. 

27 

22. 

18 

Drawn. 

27. 

24 



14. 

9 

Yar. 

24. 

20 

3. 

8 

18. 

14 

18. 

15 C 

20. 

16 

7. 

11 

15. 

11 

23. 

18 D. 

16, 

23 

11. 

16 

11. 

8 

27. 

23 

23. 

19 

20. 

27 

B. wins. 

81. 

24 



16. 

20 

D. 

15. 

11 

31. 

26 

8. 

15 

22. 

31 

18. 

11 

29. 

25 

20. 

27 

11. 

18 

23. 

18 

23. 

7 

2. 

7 

2. 

11 

11. 

2 

17. 

14 

27. 

31 

6. 

9 

2. 

9 

13. 

6 

5. 

23 

1 . 

17 

17. 

14 li. 

21. 

14 

10. 

17 

31. 

26 

21. 

14 

14. 

10 

31. 

26 

26. 

30 

14. 

10 

25. 

21 

22. 

25 

30. 

25 

29. 

22 

10. 

7 

26. 

17 

25. 

22 

B. wins. 

7. 

3 



11. 

16 

B. 

19. 

15 

13. 

9 

16. 

19 

31. 

27 

3. 

7 

17. 

14 

B. wins. 

10. 

17 



21. 

14 



23. 

26 

GAME 14. 

19. 

15 



27. 

23 

22. 

18 

15. 

10 

11. 

15 

23. 

18 

18. 

11 

10. 

7 

8. 

15 

18. 

15 

21. 

17 

B. wins. 

4. 

8 



23. 

19 

c 

!. 

8. 

11 

18. 

14 

17. 

13 

8. 

11 

9. 

14 

14. 

9 

25. 

21 

5. 

14 

14. 

IS 

19. 

15 

26. 

23 

11. 

18 

18. 

22 

23. 

19 

23. 

18 var. 

22. 

26 

11. 

16 

31. 

15 

18 

11 


EXAMPLES 

OF GAMES 

16. 23 

9. 6 

27. 18 

8. 11 

7. 16 

6. 2 

24. 20 

11. 8 

16. 19 

19. 23 

18. 15 

8. 11 

19. 23 

23. 18 

15. 11 

11. 16 

10. 14 

11. 8 

Drawn. 

22. 26 

A. 

31. 22 

11. 16 

14. 17 

18. 11 

21. 14 

16. 23 

6. 9 

27. 18 

13. 6 

7. 16 

1. 26 

18 15 

8. 4 

10. 19 

Drawn. 

24. 15 

16. 19 

Yar. 

30. 26 

21. 17 

3. 7 

5. 9 

32. 27 

23. 18 

1. 5 

10. 14 A. 

27. 24 

17. 10 

7. 10 

7. 23 

15. 11 

19. 10 

Drawn. 

6. 15 

13. 6 

B. 

2. 9 

27. 18 

1. 5 D. 

24. 20 

9. 14 

18. 9 

14. 17 

27. 23 

12. 16 

30. 26 

W. wins. 

5. 14 

P 

32. 27 

V. 

14. 18 B. 

15. 19 

30. 25 

27. 24 

12. 16 C. 

11. 15 

31. 26 

20. 16 

22. 31 

19. 23 

25. 22 

16. 11 

18. 25 

23. 26 

29. 22 

24. 19 

31. 24 

15. 24 

28. 10 

28. 19 

16. 19 

26. 30 

22. 18 

25. 21 

19. 23 

18. 23 

10. 6 

11. 8 

23. 26- 

30. 25 

6. 2 

8. 4 

26. 31 

23. 26 

2. 6 

4. 8 

31. 27 

26. 30 

6. 10 

8. 11 

27. 23 

30. 26 

18. 14 

19. 15 

23. 19 

26. 23 

14. 9 

15. 10 

11. 15 

25. 30 

20. 16 

10. 6 

19. 12 

23. 18 

10. 19 

6. 1 

12. 8 

W. wins. 


D. 

26. 

17 

12. 

16 

9. 

13 

24. 

20 

23. 

19 

1 . 

6 

13. 

22 

32. 

27 

19. 

15 

6. 

10 

11. 

16 

27. 

23 

15. 

10 

10. 

14 

6. 

15 

29. 

25 

18. 

11 

22. 

29 

- 22. 

25 

30. 

26 

11. 

8 

15. 

22 

25. 

29 A. 

26. 

10 

8. 

4 

29. 

25 

29. 

25 

28. 

24 

4. 

8 

3. 

8 

25. 

22 

Drawn. 

8. 

11 



16. 

19 

GAME 15. 

11. 

19. 

15 

23 

22. 

17 

27. 

18 

11. 

15 

7. 

10 

25. 

22 

15. 

6 

8. 

11 

2. 

9 

29. 

25 

Drawn. 

9. 

13 



17. 

14 

A 


10 . 

17 

16. 

19 

21. 

14 

8. 

4 

4. 

8 

25. 

29 

24. 

19 

4. 

8 

15. 

24 

29. 

25 

28. 

19 

32. 

28 

11. 

16 

25. 

22 

22. 

18 

27. 

24 

16. 

20 

20. 

27 

26. 

22 

31. 

15 

8. 

11 var. 1 

22. 

18 

30. 

26 

15. 

10 

6. 

9 

18. 

9 

19. 

15 

10. 

6 

11. 

16 var. 2 

9. 

14 

25. 

21 

6. 

1 

16. 

19 var. 3 

14. 

18 

23. 

16 

28. 

24 

12. 

19 

Drawn. 

32. 

28 



1 . 

6 

Yar. 2. 

15. 

11 

12. 

16 

7. 

16 

15. 

8 

14. 

10 

3. 

12 

6. 

15 

18. 

15 

18. 

11 

9. 

18 

2. 

6 

23. 

14 

22. 

18 

1 . 

6 

W. wins. 

15. 

11 



6. 

9 

Yar. 1. 

11. 

8 

6. 

9 

9. 

18 

25. 

21 

22. 

15 

1 . 

6 

7. 

11 

30. 

26 

15. 

10 

12. 

16 

11. 

15 

19. 

12 

8. 

4 

8. 

11 

5. 

9 

22. 

17 

4. 

8 

13. 

22 

9. 

14 










.332 


DRAUGHTS. 


8. 11 

7. 11 

| 4. 8 

14. IT 

22. 18 

1 16. 12 

11. 18 

13. 22 

9. 14 

17. 22 

18. 9 

IS. 9 

26. 17 

6. 13 

5. 14 

13. 29 

25. 18 

W. wins. 

18. 22 

3. 8 


16. 19 

18. 14 

C. 

W. wins. 

10. 17 

4. 8 


21. 14 

23. 19 

Var. 8. 

11. 16 

9. 14 

7. 10 

14. 9 

18. 9 

14. 7 

2. 7 

5. 14 

3. 19 

9. 6 

26. 23 

18. 15 

7. 10 

2. 6 

1. 6 

Drawn. 

22. 18 

15. 11 


15. 22 

6. 10 

A. 

31. 26 

11. 8 

12. 16 

22. 31 

10. 14 

17. 14 

30. 25 

22. 17 

10. 17 

13. 22 

13. 22 

21. 14 

25. 2 

26. 10 

16. 19 

31. 27 D 

19. 26 

24. 20 

23. IS 

31. 22 

6. 10 

27. 20 

16. 19 

29. 25 

28. 24 

32. 28 

10. 17 

20. 27 

9. 14 

25. 21 

32. 23 

8. 4 

1. 6 

1. 5 

5. 9 

21. 14 

2. 6 

4. 8 

6. 10 

11. 16 

19. 23 

30. 25 B. 

6. 15 

27. 18 

10. 17 

5. 9 

14. 23 

25. 21 

21. 17 

10 7 

19. 23 

9. 13 

2. 11 

26. 10 

17. 14 

8. 15 

17. 26 

7. 11 

23. 26 

81. 22 

14. 10 

15. 18 

7. 23 

13. 17 

26. 30 

27. 18 

10. 7 

22. 17 

3. 7 

3. 10 

9. 13 

28. 24 

15. 6 

17. 14 

7. 10 

17. 22 

W. wins. 

24. 19 

6. 10 


4. 8 

22. 26 

GAME 16. 

19. 16 

10. 14 

10. 14 

26. 31 

11. 15 

16. 7 

29. 25 

22. 17 

2. 11 

31. 26 

& 11 

IS. 9 

14. 17 

25. 22 

5. 14 

26. 31 

9. 13 

32. 27 

25. 21 

23. 18 

8. 12 

31. 27 

6. 9 A. 

27. 23 

17. 14 

27. 23 

11. 15 

27. 24 

9. 14 C. 

B. wins. 

19. 15 

18. 9 


24. 19 

5. 14 

B. 

15. 10 

80. 25 

27. 23 

19. 26 

1. 6 

10. 17 

18. 15 

24. 19 

23. 16 

11. 18 

15. 24 

2. 6 

Drawn. 

2S. 19 

32. 27 


11. 15 

17. 21 

D. 

32. 28 

27. 23 

10. 15 

15. 24 

6. 9 

19. 10 

28. 19 

28. 24 

7. 14 


32. 27 

14. 10 

17. 13 

31. 26 

12. 16 

9. 14 

23. 19 

26. 23 

IS. 9 

11. 16 

20. 24 

5. 14 

19. 15 

27. 20 

22. 17 

16. 20 

9. 14 

7. 10 

24. 19 

IS. 9 

27. 24 

14. 18 

11. 27 

19. 23 

15. 10 

32. 23 

26. 19 

26. 23 

5. 14 

16. 23 

10. 7 

20. 11 

31. 26 

23. 32 

8. 15 

14. 18 

B. wins. 

31. 26 

26. 19 


4. 8 

18. 22 

GAME 17. 

10. 7 

2. 11 

17. 14 
10. 17 

11. 15 

28. 18 

21. 14 

22. 17 

14. 23 

3. 7 

8. 11 

26. 10 

14. 9 

25. 22 

Drawn. 

4. 8 

11. 16 


9. 5 

23. IS 

Var. 2. 

8. 11 

3. 8 var. 1 

11. 15 

32. 27 

18. 11 

32. 2S 

6. 10 

8. 15 

15. 24 

27. 23 

24. 19 

28. 19 

11. 15 

15. 24 

14. 18 

13. 9 

27. 11 

17. 14 

7. 11 

7. 16 

10. 17 

24. 20 

22. 18 

21. 14 

15. 24 

9. 14 

18. 23 

2S. 19 

18. 9 

19. 15 

11. 15 

5. 14 

23. 27 

30. 25 

28. 24 

15. 11 

15. 24 

4. 8 

27. 32 

25. 18 

24. 19 

11. 8 

1. 6 

16. 23 

32. 27 

5. 1 

26. 19 

8. 4 

6. 13 

8. 11 

12. 16 

Drawn. 

81. 26 

4. 8 


2. 7 var. 2 

16. 20 

Var. 

26. 23 

8. 11 

18. 15 

11. 15 

20. 24 

4. 8 

32. 28 

14. 10 

27. 24 

15. 24 

6. 15 

16. 20 

28. 19 

11. 18 

32. 27 

7. 11 

24. 28 

7. 10 

30. 26 

26. 23 

17. 13 

11. 15 

28. 32 

10. 14 

19. 16 

29. 25 

22. 17 

12. 19 

27. 31 

14. IS 

Drawn. 

18. 22 

17. 14 A 


32. 27 

18. 22 

Var. 1. 

23. 19 

26. 17 

7. 11 

Drawn. 

9. 18 

17. 14 


80. 26 

10. 17 

21. 14 

GAME 18. 

18. 22 

13. 9 

16. 20 

11. 15 

6. 13 

29. 25 

22. 17 

15. 10 

9. 13 

8. 11 

12. 16 

24. 19 

25. 22 

24. 15 

15. 24 

11. 16 

2. 6 

28. 19 

23. 18 

26. 23 

3. 8 

15. 19 

8. 12 

19. 15 

24. 15 

23. 18 

6. 9 

10. 19 

16. 19 














338 


EXAMPLES OF GAMES. 


18. 14 
6. 9 
10. 7 
9. IS 
27. 24 
20. 27 
81. 24 
3. 10 

15. 6 
1. 10 

24. 6 

18. 23 
17. 14 
Drawn. 

A 

29. 25 
12. 16 

17. 14 

8. 12 

26. 23 

19. 26 

30. 23 

16. 19 
23. 16 
12. 19 

31. 26 

18. 23 
B. wins. 


GAME 19. 

22. 17 
11. 15 

25. 22 
9. 13 

23. 18 var. 1 

6. 9 var. 2 
18. 11 

8. 15 

27. 23 

9. 14 

30. 25 
5. 9 

24. 19 
15. 24 

28. 19 

7. 11 
22. 18 

13. 22 

26. 17 

3. 8 
32. 28 
11. 15 
18. 11 

8. 24 
28. 19 

4. 8 
17. 13 

2 . 6 

25. 22 

8 . 11 

31. 26 
11. 16 
22. 17 

14. 18 
28. 7 

Drawn 


Yar 

. 1 . 

17. 

14 

10. 

17 

21. 

14 

6. 

10 

29. 

25 

10. 17 

25. 

21 

1 . 

6 

21. 

14 

6. 

10 

22. 17 

13. 

22 

26. 

17 

15. 

18 

17. 

13 

10. 

17 

23. 14 

17. 

22 

24. 

19 

8. 

11 

27. 24 

2. 

6 

24. 

20 

6. 

10 

14. 

9 

5. 

14 

13. 

9 

14. 

17 

9. 

6 

17. 

21 

6. 

1 

22. 25 

1 . 

5 

25. 

29 

5. 

9 

29. 

25 

31. 

26 

11. 

15 

9. 

6 

15. 

24 

6. 

15 

3. 

8 

28. 

19 

7. 

11 

26. 

22 

25. 

18 

15. 

22 

11. 

16 

20. 

11 

8. 

24 

22. 

26 

12 . 

16 

26. 31 

16. 

20 

Drawn. 

Var. 2. 

5. 

9 

18. 

11 

8. 

15 

27. 

23 

15. 19 
24. 15 

10. 

19 

23. 

16 

12. 

19 


29. 25 

7. 10 
17. 14 

9. 18 
22. 15 

4. 8 
Drawn. 

GAME 20. 

11. 15 

22. 17 

8 . 11 
17. 13 

4. 8 

23. 19 

15. 18 var. 1 

24. 20 

11. 15 var. 2 
28. 24 
8 . 11 

26. 23 
9. 14 

31. 26 

6. 9 

13. 6 

2. 9 
26. 22 

9. 13 

32. 28* 

1. 6 

21. 17 

14. 21 
23. 14 

10. 26 
19. 1 
13. 17 

30. 23 
21. 30 

1. 6 

3. 8 

6 . 2 

7. 10 
23. 19 
10. 14 

Drawn. 

Yar. 1. 

9. 14 

27. 23 

15. 18 B. 0. 
32. 27 


* White ought 
to win thus— 

20. 16 
11 . 20 

22. 17 

13. 22 
21. 17 

14. 21 

23. 14 
10. 17 
25. 2 

1 . 6 

2. 9 
5. 14 

19. 15 

3. 8 
24 19 


11. 

15 

26. 

22 

7. 

11 

21. 

17 

14. 

21 

23. 

7 

3. 

10 

27. 

23 

5. 

9 

31. 

26 

9. 

14 

24. 

20 

15. 

24 

28. 

19 

11. 

15 

19. 

16 

12. 

19 

23. 

16 

8. 

11 

16. 

7 

2. 

11 

26. 

23 A. 

11. 

16 

20. 

11 

15. 

18 

22. 

15 

10. 

26 

30. 

23 

21. 

30 

Drawn. 


A. 

22. 17 

15. 19 

25. 22 
1. 5 

26. 23 

19. 26 
30. 23 
11. 15 

20. 16 

21. 25 

16. 11 
14. 21 

22. 17 

25. 30 
11. 7 

30. 26 
7. 3 

26. 19 
B. wins. 

B. 

5. 9 
32. 27 
1. 5 
26. 22 
14. 18 

23. 14 
9. 18 

22. 17 
11. 16 

27. 23 
18. 27 
17. 14 
16. 23 

31. 26 


10. 

17 

26. 

1 

17. 

22 

Drawn. 

0 


6. 

9 

13. 

6 

2. 

9 

25. 

22 

14. 

18 D. 

23. 

14 

9. 

25 

29. 

22 

10. 

14 

19. 

10 

14. 

18 

22. 

15 

11. 

18 

24. 

19 

7. 

14 

19. 

15 

1 . 

6 

28. 

24 

3. 

7 

24. 

20 

5. 

9 

31. 

27 

7. 

10 

21. 

17 

14. 

21 

26. 

23 

10. 

26 

30. 

5 

6. 

9 

5. 

1 

9. 

13 

1 . 

6 

8. 

11 

6. 

10 

21. 

25 

27. 

23 

25. 

30 

23. 

18 

30. 

25 

18. 

14 

25. 

22 

14. 

9 

22. 

17 

10 . 

6 

Drawn. 

D. 

9. 

13 

32. 

27 

1 . 

6 

22. 

17 

13. 

22 

26. 

17 

14. 

18 

23. 

14 

6. 

9 

30. 

26 

9. 

18 

26. 

22 

18. 25 

29. 

22 


5. 9 

27. 23 

9. 13 
23. 18 E. 

10. 14 

18. 9 
15. 18 

22. 15 
13. 22 

Drawn. 

31 E *26 

15. 18 

23. 14 

11. 16 

19. 15 F. 
10. 19 

24. 15 

7. 11 
Drawn. 

F. 

26. 23 

16. 20 
23. 18 

20. 27 
18. 15 

27. 31 
15. 6 

Drawn. 

Yar. 2. 

10. 14 
26. 23 

6. 10 K. 
13. 6 

9 9 

3l! 26 H. 

11. 15 G. 

28. 24 
1. 6 

26. 22 

8 . 11 
32. 28' 

9. 13 
20. 16 
Drawn 

G. 

9. 13 

28. 24 
1. 6 

26. 22. 

5. 9 
22. 15 
11. 18 

25. 22 
IS. 25 

29. 22 
8 . 11 

22. 18 
13. 17 
32. 28 
17. 22 
Drawn. 














334 


DRAUGHTS. 



H. | 

5. 9 

6. 15 

18. 6 

18. 25 

15. 24 

19. 10 

24. 19 

11. 8 

2. 9 

29. 22 

28. 19 

12. 20 

15. 24 

28. 32 

26. 22 

7. 11 

3. 8 

31. 6 

25. 22 

&. 4 

9. 14 

22. 17 

20. 16 

1. 10 

l i. 25 

82. 28 

27. 23 

Drawn. 

5. 9 

25. 22 

29. 22 

4. 8 

18. 27 


26. 22 

10. 15 I. 

24. 28 

2. 7 

32. 23 

D. 

10. 15 

22. IT 

22. 18 

31. 26 

5. 9 

10. 14 

17. 10 

15. 18 

12. 16 

28. 24 

31. 27 

17. 10 

15. 24 

17. 10 

W. wins. 

26. 22 

1 5 

7. 14 

23. 19 

7. 14 


24. 27 

22. 17 

13. 9 

6. 15 

30. 26 

L. 

23. 18 

9. 13 

6. 13 

19. 10 

8. 12 

2. 9 

15. 19 

25. 22 

19. 15 

Drawn. 

26. 22 

28. 24 

22. 17 

5. 9 

1. 6 


18. 25 

8. 11 

27. 23 

29. 25 

23. 19 

F. 

29. 22 

30. 26 

18. 14 

15. 18 

6. 9 

26. 22 

9. 13 

9. 13 

23. 18 

22. 6 

15. 10 

15. 24 

22. 18 

26. 22 

8. 4 

13. 29 

14, 17 

28. 19 

14. 23 

3. 8 

18. 9 

6. 1 

21. 14 

9. 14 

27. 18 

23. 19 

13. 6 

7. 10 

9. 18 

22. 15 

3. 7 

7. 10 

1. 10 

1. 5 

19. 15 

7. 11 

28. 24 

27. 23 

17. 13 

9. 13 

18. 22 

30. 26 

7. 10 

18. 27 

7. 11 

5. 9 

15. 11 

11. 18 

24. 19 

32. 23 

4. 8 

13. 17 

13. 17 

26. 22 

10. 14 

5. 9 

10. 15 

9. 18 

11. 8 

2. 7 

18. 9 

31. 27 

13. 9 

17. 22 

17. 21 

22. 15 

5. 14 

W. wins. 

19. 24 

18. 25 

8. 4 

7. 11 

32. 27 


9. 6 

29. 22 

21. 25 

31. 26 

13. 17 

GAME 21. 

24. 28 

23. 18 

4. 8 

11. 18 

27. 23 

11. 15 

6. 2 

22. 15 

25. 30 

26. 22 

17. 22 

22. 17 

23. 32 

27. 23 

8. 11 

3. 7 

21. 17 

8. 11 

2. 6 

10. 14 

30. 26 

22. 15 

14. 21 

17. 13 

32. 28 

19. 10 

29. 25 

7. 11 

23. 18 

4. 8 

21. 17 

11. 15 

22. 29 

25. 22 

11. 16 

23. 19 

2a 32 

10. 7 

31. 22 

11. 25 

20. 11 

15. 18 

17. 14 

15. 18 

29. 25 

29. 22 

22. 26 

24. 20 

32. 28 

21. 17 

22. 17 

8. 11 

Drawn. 

11. 15 

14. 10 

18. 27 

25. 22 

27. 23 


28. 24 var. 

28. 24 

17. 10 

17. 13 

11. 15 

1 . 

8. 11 

6. 2 

27. 32 

22. 18 

32. 28 

9. 13 

26. 23 

Drawn. 

24, 19 

10. 6 

15. 24 

22. 18 

18. 22 B. 


8. 11 

2. 9 

28. 19 

14. 23 

25. 18 

A. 

10. 6 

13. 6 

10. 15 

27. 18 

15. 22 

11. 15 

32. 28 

Drawn. 

19. 10 

5. 9 

30. 26 

17. 14 

7. 3 


6. 15 

30. 26 

11. 15 

10. 17 

28. 24 

Var. 

Drawn. 

10. 14 

26. 17 

19. 10 

3. 8 

27. 24 F. 


26. 23 

15. 18 

6. 15 

24. 15 

8. 11 

E. 

7. 10 

23. 14 

' 21. 14 

W. wins. 

25. 22 E. 

26. 22 

29. 25 

9. 18 

15. 18 


18. 25 

9. 14 

10. 15 

27. 23 

31. 27 

0 . 

29. 22 

31. 27 

25. 22 

18. 27 

1. 6 

5. 9 

9. 14 

6. 9 

Drawn. 

32. 23 

24. 19 

26. 22 

22. 17 

13. 6 


7. 11 D. 

2. 7 

9. 14 

11. 16 

2. 9 

K. 

29. 25 

25. 21 

22. 17 

20. 11 

27. 23 

11. 15 

5. 9 A. 

18. 22 

6. 9 

7. 23 

18. 27 

19. 10 

25. 22 

23. 18 

13. 6 

26. 19 

32. 23 

6. 15 

11. 15 

22. 26 

2. 9 

2. 7 

14. 18 

13. 6 

20. 16 

27. 23 

17. 13 

31. 26 

23. 14 

1. 10 G 

9. 14 

W. wins. 

1. 6 

7. 11 

10. 26 

28. 24 

16. 11 


27. 23 

26. 23 

30. 23 

8. 11 

12. 16 

B. 

18. 27 

15. 18 

7. 10 

30. 26 

19. 12 

3. 8 

32. 23 

24. 20 

23. 18 

2. 6 

15. 18 

23. 14 

15. 18 

18. 27 

15. 22 

26. 22 

22. 15 

9. 18 

31. 27 

32. 23 

25. 18 

3. 8 

10. 28 

30. 26 

11. 15 

11. 15 

3. 8 

22. 17 

17. 10 

a 9 c. 

25. 22 

30. 26 

B. wins. 











EXAMPLES OF GAMES 


335 


GAME 22. 


11. 15 

22. 17 

8 . 11 

17. 13 
4. 8 

23. 19 
15. 18 

24. 20 
11. 15 
28. 24 

8 . 11 
26. 23 
9. 14 B. 


81. 26 
14. 17 
21. 14 
10. 17 
23. 14 
6. 10 
25. 22 


varl 

yar2 


17. 21 
22. 17 


15. 18 
26. 22 

18. 25 
29. 22 

11. 15 

13. 9 

7. 11 

14. 7 
3. 10 
9. 6 
2. 9 

17. 13 
9. 14 

22. 17 
1 . 6 
32. 28 
5. 9 
27. 23 

15. 18 

19. 15 

18. 27 
15. 8 
14. 18 

8 . 3 
W. wins. 


Yar. 1. 

5. 9 
21. 17 

14. 21 
23. 5 

15. 18 

26. 23 
18. 22 
25. 18 
10. 15 
19. 10 

6. 22 

23. 18 

7. 10 
32. 28 
10. 15 

27. 23 


22 . 26 

31. 26 

18. 14 

14. 9 

15. 18 

26. 22 

23. 19 

9. 6 

26. 31 

27. 31 

14. 9 

6 . 2 

W. wins. 

22 . 18 

2 . 6 

Yar 2. 

18. 15 

11 . 16 

13. 9 

20 . 11 

23. 26 

7. 16 

30. 23 

21. 17 

31. 26 

14. 21 

23. 7 

Drawn. 

2 . 11 

B. 

19. 10 

18. 22 

6 . 15 

25. 18 

25. 22 A. Y 

15. 22 

16. 19 

30. 26 

32. 28 

11. 15 

5. 9 

26. 17 

13. 6 

15. 18 

1 . 10 

23. 14 

29. 25 

9. 18 

10. 14 

29. 25 

24. 20 

7. 11 D. 

Drawn. 

17. 14 

10. 17 

A. 

21. 14 

24. 20 

6 . 9 

16. 19 

13. 6 

27. 23 

1. 17 

3. 7 

25. 21 

23. 16 

17. 22 

12. 19 

19. 15 

25. 22 

3. 8 

7. 10 

15. 10 

22. 17 

11. 15 

19. 24 

21. 17 

29. 25 

22 . 26 

1 . 6 

31. 22 

25. 22 

18. 25 

5. 9 

17. 13 

26. 23 

25. 30 

24. 27 

10 . 6 

20 . 7 6 

2. 9 

11 . 20 

13. 6 

23. 18 

30. 25 0. 

27. 31 

27. 23 

18. 11 

25. 22 

9. 14 

23. 18 

11. 7 

8 . 11 

14. 18 

24. 19 

22. 15 

15. 24 

10. 19 

32. 28 

7. 2 

22. 15 

6 . 10 

28. 10 

2. 7 

5. 9 

10. 15 

6 . 2 

7. 11 

9. 13 

15. 18 

10. 7 

11. 15 

11. 15 

IS. 23 

2 . 6 

15. 24 

15. 18 

20. 27 

6 . 10 

17. 14 

18. 22 


10. 14 

23. 26 

2-2. 25 

25. 21 

7. 2 

26. 31 

25. 29 

27. 23 

2. 7 

31. 27 

29. 25 

23. 18 

7. 10 

27. 23 

25. 21 

14. 9 

10. 15 

23. 14 

13. 17 

9. 2 

15. 19 

14. 10 

17. 22 

13. 9 

19. 23 

5. 14 

W. wins. 

2 . 6 

10. 7 

C. 

6 . 10 

30. 26 

8 . 11 

6 . 2 

10. 3 

5. 9 

11 . 20 

2 . 6 

3. 7 

9. 13 

14. 18 

6 . 10 

Drawn. 

15. 18 

10. 14 

18. 22 

GAME 23. 

32. 28 

11. 15 

Drawn. 

22. 17 


8 . 11 

D. 

17. 13 

18. 23 

4. 8 

27. 18 

23. 19 

10. 15 

15. 18 

18. 11 

24. 20 

7. 23 

11. 15 

24. 19 

28. 24 

6 . 10 

8 . 11 

25. 22 E. 

26. 23 

23. 26 

9. 14 

22 . 18 

31. 26 

26. 30 

6 . 9 

18. 15 

13. 6 

30. 25 

2. 9 

15. 6 

26. 22 

1 . 10 

9. 13 B. 

32. 27 

20 . 16 

25. 22 

11 . 20 

27. 23 

22 . 17 

2. 7 

13. 22 

31. 27 

21 . 17 

7. 11 

14. 21 

27. 24 

23. 14 

22 . 26 

10. 17 

23. 18 

25. 2 

26. 22 

1. 6 A. 

18. 14 

2. 9 

3. 7 

5. 14 

19. 15 

19. 15 

Drawn. 

3. 8 

24. 19 

20 E ’l6 

W. wins. 

3. 8 

A. 

17. 14 

17. 22 

10. 17 

19. 15 

21. 14 

21. 25 

2 . 6 

30. 21 

31. 27 

22 . 26 


15. 10 
26. 31 
29. 25 
12 . 16 
25. 22 

16. 19 
24. 15 
31. 24 
15. 11 
24. 19 
11. 7 

19. 15 

2 . 6 

15. 11 
7. 2 

20. 24 
22 . 18 
11 . 16 

21. 17 
W. wins. 


B. 

1 . 6 

30. 26 C. I> 
9. 13 
32. 28 
6 . 9 
B. wins 

C. 

32. 28 
9. 13 E. 
20. 16 
11. 20 
Drawn. 

E. 

3. 8 
30. 26 
9. 13 
19. 16 
12. 19 
23. 16 
8. 12 F. 
24 19 
15. 31 
22. 8 
12. 19 
8 . 3 
W. wins. 


F. 

13. 17 
22. 13 

8. 12 

25. 22 
12. 19 
22. 17 

5. 9 

26. 22 

18. 25 
29. 22 

14. 18 
27. 23 

19. 26 
17. 14 











33G 


DRAUGHTS. 


18. 25 

14. 5 

15. 18 

21. 17 
11. 15 

5. 1 
Drawn. 

D. 

22. 17 

18. 22 G. 
25. 18 
15. 22 

23. 18 

14. 23 

27. 18 
9. 18 

17. 14 
10. 17 

21. 14 

6. 10 
80. 25 
10. 17 

25. 21 

22. 26 

21. 14 

26. 30 

19. 15 
30. 26 

15. 8 
26. 22 
32. 28 

22. 15 

24. 19 
15. 24 

28. 19 

13. 17 ir. 

8. 4 

17. 22 
4. 8 

22. 26 
19. 15 
26. 30 
15. 10 
Drawn. 

G. 

9. 13 

25. 22 

18. 25 

29. 22 

14. 18 

23. 14 
6. 9 

22. 18 

15. 22 
32. 2S 

9. 18 
17. 14 
10. 17 

21. 14 
13. 17 

19. 15 
17. 21 
15. 8 

22. 25 

24. 19 


25. 

29 

Var. 

6. 

10 

22. 

18 

19. 

15 

17. 

13 

16. 

12 

27. 

31 

29. 

25 

8. 

11 

14. 

17 

26. 

22 

15. 

10 

26. 

23 

21. 

14 

10. 

14 

25. 

22 

10. 

14 

10. 

17 

18. 

15 

10. 

6 

24. 

20 

25. 

21 

14. 

18 

22. 

17 

11. 

15 

18. 

22 

B. wins. 

6. 

2 

28. 

24 

21. 

14 



17. 

10 

4. 

8 

22. 

31 

Var. 

2. 

11 

30. 

26 

W. 

wins. 

9. 

13 

Drawn. 

8. 

11 



17. 

10 

E 

[. 

26. 

3. 

22 

8 

GAME 25. 

7. 

IS. 

14 

9 

7. 

10 

32. 

28 

22. 

18 

5. 

14 

14. 

7 

7. 

10 

11. 

16 

26. 

22 

3. 

10 

24. 

19 

25. 

22 

11. 

IS 

8. 

3 

15. 

24 

10. 

14 

22. 

15 

10. 

14 

28. 

19 

29. 

25 

2. 

7 

3. 

7 

11. 

15 A. 

16. 

20 

30. 

26 

14. 

17 

27. 

24 

24. 

19 

7. 

10 

7. 

10 

18. 

27 

8. 

11 

23. 

19 

17. 

21 

13. 

9 

19. 

15 

3. 

7 B. 

10. 

14 

6. 

13 

4. 

8 

19. 

16 

13. 

17 

22. 

17 

22. 

17 A. 

12. 

19 

19. 

15 

13. 

22 

*7 

10 var. 

28. 

24 

17. 

22 

25. 

4 

25! 

22 

19. 

28 

14. 

17 

27. 

32 

10. 

19 

25. 

22 

22. 

26 

4. 

8 

17. 

10 

10. 

19 

15. 

10 

32. 

27 

6. 

15 

22. 

17 

Drawn. 

29. 

25 

23. 

7 

13. 

22 



5. 

9 

2. 

11 

' 26. 

3 

GAME 24. 

25. 

9. 

22 

13 

21. 

1. 

17 

6 

8. 

27. 

12 

24 

11. 

15 

8. 

11 

17. 

13 

20. 

27 

22. 

17 

1 . 

5 

3. 

7 

31. 

15 

15. 

18 

11. 

8 

28. 

24 

6. 

10 

23. 

14 

2. 

7 

12. 

16 

15. 

6 

9. 

18 

8. 

3 

26. 

23 

1. 

10 

17. 

14 var. 

7. 

11 

8. 

12 

W. 

wins. 

10. 

17 

3. 

7 

23. 

19 



21. 

14 

27. 

23 

16. 

23 

B. 

8. 

11 

Drawn. 

31. 

26 

1. 

5 

24. 

20 



7. 

10 

19. 

16 

6. 

9 

A 


26. 

19 

12. 

19 

26. 

23 

2x 

o 

7 

11. 

16 

28. 

24 

3. 

8 

u, 

oo 

4 

1 5 

18. 

11 

19. 

28 

23. 

19 

uU, 

11 

1 ft 

16. 

23 

25. 

22 

18. 

22 

J. JL, 

-LO 

26 

27. 

18 

10. 

19 

25. 

18 

Ul* 

o 

11 

W. wins. 

22. 

17 

11. 

16 

o. 

1Q 

1ft 



13. 

22 

20. 

11 

lu. 

1 9 

io 

IQ 

A 


26. 

1 

8. 

22 

lu. 

OQ 

lu 

1 ft 

28. 

24 

19. 

24 

30. 

9. 

25 

18 

uO. 

14. 

91 

10 

17 B. 

Izt 

7. 

24. 

10 

19 

1 . 

8. 

6 

11 

27. 

23 

ul. 

10 

1*± 

1 7 

3. 

7 

21. 

17 

18. 

27 

lv, 

1 ft 

i i 

1 9 

19. 

16 

11. 

15 

25. 

18 

10. 

11 

lu 

15 

10. 

19 

Drawn. 

5. 

9 

1 9 

Q 

32. 

28 



32. 

4. 

29. 

23 

8 

25 

lu, 

17. 

25. 

in 

O 

21 

22 

9* 

7. 

16. 

2. 

10 

7 

11 

GAME 26. 

22. 18 

12. 

19. 

16 

3 

Drawn. 

23. 

14. 

7 

32 

11. 

25. 

16 

22 

2. 

6 



7. 

3 

10. 

14 

3. 

10 

B 


32. 

27 

29. 

25 

6. 

29 

10. 

15 

31. 

24 

16. 

20 

Drawn. 

27. 

24 

20. 

27 

24 

19 


8 . 11 

' 19. 15 

4. 8 

22. 17 

12. 16 

17. 10 

7. 14 

26. 22 

2. 7 

25. 24 

16. 19 

23. 16 

14. 23 
27. 18 

20. 27 

31. 24 
11. 27 

32. 23 

7. 10 var. 

15. 11 C. 

8. 15 
IS. 11 

10. 15 

21. 17 D. E. 

3. 7 

11 . 2 

9. 13 
2. 9 

5. 21 
23. 18 

15. 19 

18. 14 

19. 23 

22. 18 

13. 17 A. 

18. 15 

23. 26 
30. 23 
21. 30 

14. 10 
30. 26 
23. 19 

26. 23 

19. 16 
23. 18 

16. 11 
Drawn. 

A. 

23. 26 
30. 23 
21. 30 
18. 15 
30. 26 
23. 18 
26. 22 
14. 10 
13. 17 

10. 7 

17. 21 
7. 2 

21. 25 
2. 7 
25. 30 
7. 11 
30. 26 

18. 14 











EXAMPLES OP GAMES 


337 


26. 23 

14. 10 
22. 18 

B. wins 

Var. 

8 . 12 
tsS. 19 
T. 10 
21. IT 

9. 13 B. 

25. 21 
3. T 

30. 26 
12. 16 
19. 12 

10. 19 

12. 8 

7 . 11 

8. 3 

11. 16 
3. 7 

16. 20 
7. 11 

19. 24 
11. 16 
24. 27 

17. 14 

6. 9 

14. 10 

27. 31 

10. 7 

20. 24 

7. 3 
24. 28 

3. 7 

28. 32 

7. 10 
82. 27 

18. 15 
27. 24 

15. 11 

31. 27 
10. 15 

9. 14 

15. 10 
5. 9 

10. 17 
27. 23 

26. 19 
24. 8 

16. 19 

8 . 11 

19. 23 

11. 1C 
23. 27 

16. 19 

27. 32 
19. 23 

32. 28 
Drawn. 

B. 

12. 16 
19. 12 

10. 19 

17. 14 


19. 

23 

23. 

19 

14. 

10 

15. 

24 

6. 

15 

26. 

23 

18. 

11 

24. 

27 

23. 

27 

22. 

18 F. 

11. 

8 

1 . 

5 

27. 

31 

18. 

9 

8. 

4 

5. 

14 

31. 

27 

B. wins. 

4. 

8 



27. 

23 

F 


8. 

11 

23. 

19 

9. 

13 

27. 

31 

11. 

16 

19. 

15 

5. 

9 

31. 

26 

16. 

20 

B. wins. 

9. 

14 



22. 

14. 

18 

17 

GAME 27 

18. 

14 

11 . 

15 

17. 

21 

22. 

17 

25. 

22 

9. 

13 

23. 

19 

17. 

14 

14. 

9 

10. 

17 

19. 

15 

21. 

14 

Drawn. 

. • 8. 

11 



24. 

19 


15. 

24 

30. 

10. 

23. 

8. 

26 

19 

16 

12 

28. 

11. 

25. 

6. 

29. 

19 

16 

21 

9 

25 

±>. wins. 

9. 

IS 



23. 

14 

D. 

16. 

23 

23. 

18 . 

26. 

19 

15. 

19 

4. 

8 

22. 

17 

25. 

22 

3. 

7 

8. 

11 

11. 

2 

22. 

18 

9. 

13 

11. 

16 

2. 

9 

27. 

23 

5. 

23 

16. 

20 

17. 

14 

31. 

27 

23. 

27 

13. 

17 

14. 

10 

30. 

26 

27. 

31 

1 . 

6 

10. 

7 

19. 

16 

31. 

27 

12. 

19 

25. 

22 

23. 

16 

27. 

23 

6. 

9 

21. 

17 

18. 

15 

19. 

24 

9. 

18 

17. 

14 

21. 

14 

24. 

27 

7. 

11 

14. 

10 

15. 

8 

27. 

31 

3. 

19 

Drawn. 

27. 

23 



18. 

27 

E. 

32. 

16 

30. 

26 

20. 

24 

3. 

7 

14. 

10 

11. 

2 

24. 

27 

9. 

13 

26. 

23 

2. 

9 

27. 

31 

5. 

14 

23. 

19 


31. 

27 

7. 

11 

9. 

15 

6. 

2 

27. 

24 

11. 

16 

16. 

12 

2. 

6 

24. 

19 

26. 

31 

Drawn 

B. wins. 

GAME 28. 

Var. 

4. 8 

ii. 

15 

26. 

22 

22. 

17 

8. 

11 B. 

9. 

13 

22. 

18 

17. 

14 

16. 

20 

10. 

17 

30. 

26 

21. 

14 

6. 

9 

8. 

11 

29. 

25 

24. 

19 

1 . 

6 

15. 

24 

19. 

15 

28. 

19 

11. 

16 

11. 

16 

25. 

22 

25. 

21 

7. 

10 E. 

6. 

9 var. 

14. 

7 

29. 

25 

O 

(J- 

19 

9. 

18 

IS. 

15 

23. 

14 

2. 

7 

16. 

23 

15. 

11 

26. 

19 

7. 

10 

4. 

8 

11. 

7 

25. 

22 

9. 

14 

8. 

11 

7. 

3 

22. 

18 

6. 

9 

11. 

16 

3. 

8 

27. 

23 

10. 

35 

16. 

20 

22. 

18 

31. 

27 

15. 

22 

13. 

17 

26. 

30 

30. 

26 

19. 

26 

1 . 

6 

31. 

22 

18. 

15* A. 

16. 

19 

20. 

24 

32. 

28 

27. 

20 

9. 

14 

7. 

10 

10. 

6 

14 . 

n 

1 

5. 

9 

2. 

27 

6. 

1 

21. 

14 

39. 

23 

6. 

9 

27. 

18 

32. 

23 

14. 

23 

B. wins. 

1 . 

5 


/ 

9. 

14 

A 


5. 

9 

14. 

' 9 

W. Mins. 

6. 

13 



21. 

14 

B 


13. 

17 

6. 

9 

14. 

9 

29. 

25 C. 

5. 

14 

9. 

IS 

18. 

9 

22. 

15 

17. 

21 

7. 

11 

26. 

22 

31. 

26 

21. 

25 

11. 

IS 

22. 

17 

23. 

14 

25. 

30 

16. 

23 

17. 

13 

26. 

19 

30. 

26 

1. 

6 

9. 

6 

25. 

22 

2. 

9 

8. 

11 

13. 

6 

22. 

18 


6. 

9 

19. 

15 

12. 

16 

15. 

8 

3. 

12 

30. 

26 

2. 

7 

27. 

24 

16. 

20 

32. 

27 

7. 

11 

14. 

10 

9. 

14 

18. 

9 

5. 

14 

26. 

23 

14. 

18 

23. 

14 

11. 

15 

Drawn. 

C. 

22. 

IS 

13. 17 

18. 15 

9. 

18 

21. 

14 

7. 

11 

29. 

25 D. 

1 . 

6 

25. 

22 

IS. 

25 

30. 

21 

11. 

15 

14. 

10 

6. 

24 

27. 

4 

IS. 

27 

31. 

24 

12. 

16 

21. 

17 

5. 

9 

Drawn. 

D. 

14. 

10 

18. 

22 

30. 

25 

11. 

IS 

23. 

14 

16. 

23 

27. 

18 

s. 

11 

32. 27 

2. 

6 

18. 

15 

11. 

IS 

27. 

23 

6. 

1 j 

B. M T ins. 

E. 

16. 

19 

23. 

16 

12. 

19 


15. 11 var. 2 
7. 16 


15 










338 


DRAUGHTS. 


14. 10 

16. 11 

2. 7 

7. 3 

20. 27 

6. 15 

3. 10 

24. 15 

8. 12 

2. 6 

IS. 11 

11. S 

10. 19 

3. 7 

27. 31 

2. 6 

19. 23 

17. 10 

27. 32 

6. 10 

22. 18 F. 

26. 19 

7. 14 

7. 10 

31. 27 

19. 24 

10. 15 

32. 27 

32. 27 

10. 15 

Drawn. 

Drawn. 

3. 7 

10. 14 

27. 23 



27. 24 

27. 32 

30.. 25 

F. 

I. 

7. lOvar. 

14. 18 

23. 26 

32. 28 

14. 7 

24. 15 

32. 27 

25. 21 

20. 24 

3. 10 

10. 19 

22. 17 

26. 22 

27. 20 

23. 16 

31. 27 

13. 22 

21. 17 

6. 10 

10. 19 

8. 11 

IS. 25 

22. 26 

11. SG. 

18. 15 

29. 25 

27. 31 

15.^18 

3. 12 

2. 7 

6. 10 

25. 22 

13. 22 

20. 11 

15. 11 

27. 23 

31. 27 

18. 25 

19. 23 

7. 10 

11. 16 

30. 26 

Drawn. 

26. 19 

11. 7 

25. 22 

27. 23 


10. 14 

19. 23 

10. 15 

19. 15 

B. 

Drawn. 

26. 19 

22. 17 A 

23. 30 

18. 23 


10. 14 

15. 18 

15. 19 

22. 17 

G. 

19. 15 

Drawn. 

W. wins. 

14. IS 

11. 7 

14. 17 

A. 


17. 14 

10. 15 

Drawn. 

Yar. 

1. 5 

20. 11 


21. 17 

7. 11 

19. 15 

3. 10 

K. 

14. 21 

24. 15 

9. 18 

81. 27 H. 

16. 12 

23. 18 

11. 18 

14. 10 

10. 14 

6. 10 

16. 20 

28. 24 

23. 27 C. 

B. wins. 

11. 8 

18. 11 

8. 11 

81. 24 


19. 23 

20. 24 

29. 25 

18. 23 

H. 

26. 19 

11. 7 

4. 8 

10. 7 

11. 7 

10. 14 

24. 27 

24. 19 

11. 18 

19. 23 

22. 18 

7. 3 

6. 9 

7. 3 

26. 19 

14. 23 

27. 31 

26. 22 

8. 12 

15. 24 

Drawn. 

8. 7 

1. 5 B. 

3. 8 

28. 19 


31. 27 

22. 15 

23. 27 

10. 14 

Drawn. 

GAME 29. 

7. 11 

1. 5 

11. 18 

19. 16 

8. 11 

2 Y. 32 


11. 16 

11. 16 

18. 22 

24. 20 

Yar. 2. 

22. 18 

27. 23 

25. 18 

ia 23 

27. 23 

16. 19 

28. 24 

14. 23 

11. 15 

7. 10 

23. 16 

19. 28 

21. 17 

32. 28 

23. 16 I. 

12. 19 

26. 19 

8. 12 

25. 22 

10. 19 

24. 15 

28. 82 

16. 11 

Drawn. 

14. 10 

10. 19 

19. 15 

9. 13 


6. 15 

25. 22 

32. 27 

17. 14 

C. 

18. 11 

9. 14 

16. 19 

12. 16 

11. 16 

2. 6 

18. 9 

5. 9 

11. 7 

10. 7 

32. 28 K. 

5. 14 

15. 11 

16. 20 

8. 12 

6. 10 

22. 17 

9. 13 

7. 2 

7. 3 

11. 7 

7. 10 

11. 7 

23. 27 

5. 9 

10. 14 

27. 24 

4. 8 

31. 24 

3. 8 


9. 14 
8 . 11 
16. 20 
81. 26 
W. wins. 

GAME 30. 

11 . 16 

22 . 18 
8 . 11 

25. 22 
4. 8 

29. 25 
10. 14 
24. 19 
T. 10 

27. 24 
16. 20 

19. 16 

20. 27 

16. 7 
2. 11 

81. 24 

12 . 16 
24. 19 
8. 12 
32. 27 
16. 20 

21. 17 

14. 21 
19. 16 

12. 19 

23. 7 
10. 14 

26. 23 
3. 10 

28. 24 

10. 15 
18. 11 

9. 13 

22 . 18 
6 . 9 

11. 7 

13. 17 

15. 15 

14. 18 

23. 14 
9. 18 

24. 19 

17. 22 
Drawn. 








EXAMPLES OF GAMES, 


339 


THE LAST MATCH GAMES BETWEEN PROF. ANDERSON AND JAMES 
WYLIE, ESQ., FOR THE CHAMPIONSHIP OF SCOTLAND. 


28. 

24 

25. 30 

20. 

16 

7. 11 

16. 

7 

8. 11 

7. 

2 

15. 18 

2. 

7 


by Anderson. 



GAME 3. 

Wylie. 

Anderso 

11. 

15 

23. 19 

9. 

14 

27. 23 

8. 

11 

22. 18 

15. 

22 

25. 9 

5. 

14 

29. 25 

6. 

9 

25. 22 

9. 

13 

22. 18 

1 . 

5 

18. 9 

5. 

14 

24. 20 

4, 

8 

23. 18 

14. 

23 

31. 27 

13. 

17 

21. 14 

10. 

17 

27. 18 

7. 

10 

26. 22 

17. 

26 

30. 23 

2. 

6 

32. 27 

6. 

9 

18. 15 

11. 

18 

23. 5 


Won by Anderson. 


GAME 1. 


Wylie. 

Anderson. 

11. 15 

23. 19 

9. 14 

22. 17 

5. 9 

17. 13 

14. 18 

24. 20 

15. 24 

28. 19 

9. 14 

25. 22 

18. 25 

29. 22 

8. 11 

27. 23 

11. 15 

32. 28 

15. 24 

28. 19 

4. 8 

22, 18 

8. 11 

18. 9 

11. 15 * 

19. 16 

12. 19 

23. 16 

1. 5 

16. 11 

5. 14 

26. 23 

7. 16 

20. 11 

15. 18 

30. 25 

18. 27 

31. 24 

14. 18 

21. 17 

18. 23 

24. 19 

23. 26 

25. 21 

26. 31 

17. 14 

10. 17 

21. 14 

31. 26 

14. 9 

26. 23 

19. 16 

23. 18 

16. 12 

18. 14 

9. 5 

14. 10 

11. 8 

10. 7 

5. 1 

7. 10 

1. 5 

10. 14 

8. 4 

6. 9 

13. 6 

2. 9 


Drawn. 

GAME 2. 

A NDERSON. 

Wylie. 

22. 18 

9. 14 

18. 9 

5. 14 

25. 22 

11. 15 

22. 17 

8. 11 

17. 13 

4. 8 

23. 19 

15. 18 

29. 25 

11. 15 

26. 22 

7. 11 

22. 17 

3. 7 

30. 26 

6. 9 

13. 6 

2. 9 

17. 13 

1. 6 

26. 23 

’ 18. 22 

25. 18 

15. 22 

24. 20 

22. 25 

31. 26 

11. 15 


GAME 4. 


Anderson. 

W YLIE. 

22. 18 

11. 16 

25. 22 

10. 14 

24. 20 

16. 19 

23. 16 

12. 19 

18. 15 

7. 10 

20. 16 

14. 18 

29. 25 

9. 14 

27. 24 

5. 9 

24. 20 

8. 12 

16. 11 

3. 8 

31. 27 

18. 23 

27. 18 

14 23 

21. 17 

9. 14 

17. 13 

1. 5 

13. 9 

6. 13 

15. 6 

8. 15 

6. 1 

4. 8 

20. 16 

8. 11 

16. 7 

2. 11 

1. 6 

14. 18 

28. 24 

19. 28 

26. 10 

18. 23 

10. 7 

11. 15 


6. 10 

Won by Anderson. 


GAME 5. 


Wylie. 

Anderson 

11. 15 

23. 19 

9. 14 

27. 23 

8. 11 

22. 18 

15. 22 

25. 9 

5. 14 

29. 25 

6. 9 

25. 22 

9. 13 

24. 20 

11. 15 

19. 16 

12. 19 

23. 16 

15. 19 

22. 18 

14. 23 

81. 27 

4. 8 

27. 18 

8. 11 

18. 14 

10. 17 

21. 14 

11. 15 

26. 22 

15. 18 

22. 15 

7. 10 

14. 7 

2. 18 

16. 11 

18. 23 

20. 16 

23. 26 

30. 23 

19. 26 

16. 12 

26. 80 

11. 8 

30. 26 

8. 4 

26. 23 

4. 8 

13. 17 

8. 11 

17. 22 

11. 16 

22. 26 

28. 24 

26. 31 

16. 20 

n by Wylie. 


GAME 6. 

Anderson. 

Wylie 

22. 18 

11. 15 

18. 11 

8. 15 

25. 22 

4. 8 

23. 18 

8. 11 

29. 25 

9. 13 

21. 17 

12. 16 

25. 21 

16. 19 

17. 14 

10. 17 

21. 14 

6. 10 

24. 20 

10. 17 

27. 23 

1 . 6 

23. 16 

6. 10 

32. 27 

17. 21 

27. 23 

10. 14 

18. 9 

5. 14 

16. 12 

7. 10 

28. 24 

2. 6 

23. 19 

14. 18 

22. 17 

13. 22 

26. 17 

6. 9 

17. 13 

9 11 







340 


DRAUGHTS 


19. 16 3. 7 

12. 8 18. 28 

8. 3 15. 18 

3. 8 11. 15 

8 . 11 

Won by Anderson. 


GAME 7. 


W TLIE. 

Anderson. 

11. 15 

23. 19 

8. 11 

22. 17 

4. 8 

25. 22 

9. 13 

27. 23 

6. 9 

23. 18 

9. 14 

18. 9 

5. 14 

26. 23 

1. 6 

30. 25 

15. 18 

22. 15 

11. 27 

32. 23 

13. 22 

25. 9 

6. 13 

29. 25 

13. 17 

21. 14 

10. 17 

19. 16 

12. 26 

31. 13 

2. 6 

25. 22 

8. 11 

24. 19 

6. 10 

13. 9 

10. 15 

19. 10 

7. 14 

9. 6 

11. 15 

28. 24 

14. 18 

24. 19 

18. 25 

19. 10 


3. 8 

Drawn. 


GAME 8. 


Anderson. 

Wylie. 

22. 18 

11. 16 

25. 22 

10. 14 

24. 20 

16. 19 

23. 16 

12. 19 

18. 15 

7. 10 

20. 16 

14. 18 

29. 25 

9. 14 

27. 24 

5. 9 

24. 20 

8. 12 

16. 11 

3. 8 

31. 27 

12. 16 

27. 23 

18. 27 

32. 23 

9. 13 

23. 18 

14. 23 

28. 24 

19. 28 

26. 3 

10. 19 

22. 18 

2. 7 

11. 2 

1. 5 

2. 9 

5. 23 

25. 22 

28. 32 

21. 17 

32. 27 

17. 14 

27. 31 

22. 18 

31. 26 

18. 15 

26. 22 

14. 9 

19. 24 

9. 6 

24. 27 

6. 2 

27. 31 


15. 11 

22. 17 

2. 6 

31. 26 

3. 7 

26. 22 

6. 2 

22. 18 

20. 16 

23. 26 


Won by Wylie. 


GAME 9. 

Wylie. Anderson. 

11. 15 

23. 

19 

9. 14 

27. 

23 

8. 11 

22. 

18 

15. 22 

25. 

9 

5. 14 

29. 

25 

6. 9 

25. 

22 

9. 13 

24. 

20 

11. 15 

32. 

27 

15. 24 

28. 

19 

4. 8 

22. 

18 

1. 5 

18. 

9 

5. 14 

26. 

22 

8. 11 

22. 

18 

13. 17 

18. 

9 

11. 15 

21. 

14 

15. 24 

20. 

16 

12. 26 

27. 

20 

10. 17 

31. 

13 

7. 10 

9. 

6 

2. 9 

13. 

6 


Won by Anderson. 


GAME 

10. 

Anderson. 

Wylie. 

22. 18 

11. 16 

25. 22 

10. 14 

24. 20 

16. 19 

23. 16 

12. 19 

18. 15 

7. 10 

20. 16 

14. 18 

29. 25 

9. 14 

27. 24 

5. 9 

24. 20 

8. 12 

31. 27 

1. 5 

16. 11 

18. 23 

27. 18 

14. 23 

22. 18 

9. 14 

18. 9 

5. 14 

26. 22 

3. 8 

22. 17 

12. 16 

28. 24 

19. 28 

25. 22 

10. 19 

17. 1 

8. 15 

20. 11 

19. 24 

1. 5 

24. 27 

22. 17 

27. 31 

17. 14 

23. 26 

30. 23 

31. 28 

14. 10 

26. 19 

10. 6 

2. 9 

5. 14 

19. 23 

11. 7 

15. 19 


Drawn. 


GAME 

11. 

Wylie. 

Anderson 

11. 15 

23. 19 

8. 11 

22. 17 

11. 16 

24. 29 

16. 23 

27. 11 

7. 16 

20. 11 

3. 7 

25. 22 

7. 16 

22. 18 

9. 14 

18. 9 

5. 14 

29. 25 

4. 8 

32. 27 

8. 11 

25. 22 

11. 15 

17. 13 

16. 19 

22. 17 

12. 16 

27. 24 

16. 20 

31. 27 

2. 7 

26. 23 

19. 26 

30. 23 

14. 18 

23. 14 

1. 5 

27. 23 

20. 27 

23. 19 

15. 24 

28. 19 

27. 31 

14. 9 

5. 14 

19. 15 

10. 19 

17. 3 

31. 26 

3. 7 

26. 22 


Drawn. 

GAME 12. 

Anderson. 

Wylie. 

22. 18 

11. 16 

25. 22 

10. 14 

24. 20 

16. 19 

23. 16 

12. 19 

18. 15 

7. 10 

20. 16 

14. 18 

29. 25 

9. 14 

27. 24 

5. 9 

24. 20 

8. 12 

31. 27 

1. 5 

16. 11 

18. 23 

27. 18 

14. 23 

22. 18 

9. 14 

18. 9 

5. 14 

26. 22 

19. 24 

28. 19 

23. 26 

30. 23 

12. 16 

19. 12 

10. 26 

32. 27 

26. 30 

27. 23 

6. 9 

22. 18 

30. 26 

23. 19 

14. 23 

25. 22 

26. 17 

21. 5 

23. 27 

5. 1 

27. 31 

1. 5 

31. 27 

19. 15 

27. 23 

15. 10 

23. 19 

10. 6 

2. 9 

5. 14 

19. 16 

11. 7 

3. 17 

20. 11 

17. 22 


12. 8 

Won bvAnderson. 







EXAMPLES OF GAMES. 341 


GAME 13. 


Wylik. 

Anderson. 

11. 15 

23. 19 

8. 11 

22. 17 

11. 16 

24 20 

16. 23 

27. It 

7. 16 

20. 11 

3. T 

25. 22 

7. 16 

22. 18 

9. 14 

18. 9 

6. 22 

26. 17 

5. 9 

28. 24 

1. 6 

80. 26 

10. 15 . 

29. 25 

2. 7 

25. 22 

4. 8 

32. 28 

7. 10 

24. 20 

16. 19 

20. 16 

19. 24 

28 19 

15. 24 

22. 18 

12. 19 

17. 14 

10. 17 

21. 5 

6. 9 

5. 1 

9. 13 

1. 6 

24. 28 

6. 10 

28. 32 

18. 15 

8. 12 

15. 11 

12. 16 

Drawn. 

GAME 

14. 

Anderson. 

Wylie. 

22. 18 

11. 16 

25. 22 

10. 14 

24. 20 

16. 19 

23. 16 

12. 19 

18. 15 

7. 10 

20. 16 

14. 18 

29. 25 

9. 14 

27. 24 

5. 9 

24. 20 

8. 12 

31. 27 

1. 5 

15. 11 

10. 15 

22. 17 

6. 10 

11. 8 

4. 11 

16. 7 

2. 11 

27. 23 

18. 27 

32. 7 

9. 13 

26. 22 

15. 19 

7. 2 

19. 23 

2. 6 

Won by Anderson. 

GAME 

18. 

Wylie. 

Anderson. 

11. 15 

23. 19 

8. 11 

22. 17 

11. 16 

24. 20 

16. 23 ♦ 

27. 11 

7. 16 

20. 11 

3. 7 

25. 22 

7. 16 

22. 18 

9. 14 

18. 9 

6. 22 

26. 17 


5. 9 

28. 24 

10. 15 

30. 26 

4. 8 

24. 20 

16. 19 

32. 28 

2. 7 

29. 25 

1. 6 

17. 13 

8. 11 

31. 27 

7. 10 

27. 24 

9. 14 

25. 22 

14. 18 

22. 17 

18. 22 

17. 14 

10. 17 

21. 14 

22. 31 

14. 10 

31. 27 

10. 1 

11. 16 

20. 11 

Drawn. 

GAME 

16. 

Anderson. 

Wylie. 

22. 18 

11. 16 

25. 22 

10. 14 

24. 20 

16. 19 

23. 16 

12. 19 

18. 15 

7. 10 

20. 16 

14 18 

29. 25 

9. 14 

27. 24 

5. 9 

24. 20 

8. 12 

31. 27 

1. 5 

15. 11 

10. 15 

22. 17 

18. 22 

17. 1 

22. 31 

11. 8 

4. 11 

16. 7 

3. 10 

1. 6 

31. 24 

6. 13 

5. 9 

13. 6 

2. 9 

30. 26 

9. 14 

26. 22 

14 18 

22. 17 

19. 28 

28. 19 

15. 24 

17. 14 


Drawn. 

GAME 

17. 

Wylie. 

Anderson. 

11. 15 

22. 17 

15. 19 

23. 16 

12. 19 

24 15 

10. 19 

25. 22 

8. 11 

30. 25 

4. 8 

27. 23 

11. 16 

22. 18 

8. 12 

17. 14 

16. 20 

28. 16 

12. 19 

32. 27 

9. 18 

25. 22 

6. 9 

27. 24 

20. 27 

31. 15 

1. 6 

29. 25 

7. 10 

14. 7 

3. 19 

IS'. 15 

9. 14 

15. 11 

6. 10 

11. 8 

2. 7 

8. 8 

14 17 

21. 14 


10. 

17 

3. 

10 

17. 

21 

10. 

15 

21. 

30 

15. 

24 

30. 

23 

5. 

9 

24. 

20 




Drawn. 


GAME 18. 


Anderson. 

Wy 

LIE. 

22. 

18 

11. 

16 

25. 

22 

10. 

14 

24. 

20 

16. 

19 

23. 

16 

12. 

19 

18. 

15 

7. 

10 

20. 

16 

14. 

18 

29. 

25 

9. 

14 

27. 

24 

5. 

9 

24 

20 

8. 

12 

31. 

27 

1 . 

5 

15. 

11 

10. 

15 

22. 

17 

18. 

22 

17. 

1 

22. 

31 

11. 

8 

4. 

11 

16. 

7 

3. 

10 

1 . 

6 

31. 

24 

6. 

13 

5. 

9 

13. 

6 

2. 

9 

30. 

26 

9. 

13 

25. 

22 

10. 

14 

26. 

23 

19. 

26 

28. 

10 

26. 

30 

32. 

27 

30. 

25 

10. 

6 

25. 

18 

6. 

2 

14. 

17 

21. 

14 

18. 

9 

27. 

23 

9. 

14 

2. 

7 

13. 

17 

23. 

19 

17. 

22 

19. 

15 




Drawn. 


GAME 

19. 

Wylie. 

Anderson. 

11. 15 

22. 17 

15. 19 

23. 16 

12. 19 

24. 15 

10. 19 

25. 22 

8. 11 

30. 25 

4. 8 

27. 23 

11. 16 

22. 18 

8. 12 

17. 14 

16. 20 

23. 16 

12. 19 

32. 27 

9. 13 

25. 22 

6. 9 

27. 24 

20. 27 

31. 15 

1. 6 

29. 25 

7. 10 

14. 7 

3. 19 

18. 15 

9. 14 

15. 11 

6. 10 

11. 8 

2. 7 

8. 3 

5. 9 

3. 8 

10. 15 

8. 3 

7. 11 

3. 7 

11. 16 

7. 3 




342 


DRAUGHTS. 


14. 18 

3. 7 

18. 23 

7. 11 

23. 30 

11. 20 

19. 23 

Drawn. 

GAME 20. 

Anderson. Wylie. 

22. 18 

11. 16 

25. 22 

10. 14 

24. 20 

16. 19 

23. 16 

12. 19 

18. 15 

7. 10 

20. 16 

14. IS 

29. 25 

9. 14 

27. 24 

5. 9 

24. 20 

8. 12 

31. 27 

1. 5 

27. 23 

18. 27 

32. 23 

9. 13 

16. 11 

3. 8 

23. 16 

12. 19 

20. 16 

S. 12 

21. 17 

14. 21 

22. 18 

10. 14 

18. 9 

5. 14 


Won by Wylie. 

GAME 21. 

Wylie. 

ANDERSON. 

11. 15 

22. 17 

15. 19 

23. 16 

12. 19 

24. 15 

10. 19 

25. 22 

8. 11 

30. 25 

4. 8 

27. 23 

11. 16 

22. 18 

8. 12 

17. 14 

16. 20 

23. 16 

12. 19 

32. 27 

9. 13 

25. 22 

6. 9 

27. 24 

20. 27 

31. 15 

1. 6 

29. 25. 

7. 10 

14. 7 

3. 19 

18. 15 

9. 14 

15. 11 

6. 9 

11. 8 

2. 7 

8. 3 

7. 10 

3. 7 

10. 15 

7. 11 

14. 17 

21. 14 

9. 18 

25. 21 

18. 25 

11. 18 

25. 30 

18. 23 

5. 9 

Drawn. 


GAME 22 . 

Anderson. Wylie. 

22. 18 

10. 14 

25. 22 

6. 10 

22. 17 

9. 13 

18. 9 

13. 22 

26. 17 

5. 14 


29. 25 

11. 15 

25. 22 

14. 18 

23. 14 

15. 19 

24. 6 

2. 25 

17. 14 

25. 29 

21. 17 

8. 11 

28. 24 

11. 15 

14. 9 

15. 18 

17. 13 

18. 22 

9. 6 

1. 10 

13. 9 

22. 25 

30. 21 

29. 25 

24. 19 

25. 22 

9. 6 

10. 15 

19. 10 

7. 14 

6. 2 

14. 18 

27. 23 

18. 27 

32. 23 

12. 16 

Drawn. 

GAME 23. 

Wylie. 

Anderson, 

11. 15 

23. 19 

8. 11 

22. 17 

4. 8 

25. 22 

9. 13 

27. 23 

6. 9 

23. 18 

9. 14 

18. 9 

5. 14 

26. 23 

1. 6 

30. 25 

15. 18 

22. 15 

11. 27 

32. 23 

13. 22 

25. 9 

6. 13 

29. 25 

13. 17 

21. 14 

10. 17 

19. 16 

12. 26 

31. 13 

2. 6 

25. 22 

8. 11 

24. 19 

6. 10 

13. 9 

10. 15 

19. 10 

7. 14 

9. 6 

11. 15 

6. 2 

14. 18 

22. 17 

18. 22 

2. 6 

15. 18. 

6. 10 

18. 23 

10. 15 

Drawn. 

GAME 

24. 

Anderson. 

Wylie. 

9. 14 

22. 18 

11. 15 

18. 11 

S. 15 

25. 22 

5. 9 

22. 17 

9. 13 

30. 25 

18. 22 

25. 11 

7. 16 

24. 20 

3. 8 

20. 11 

8. 15 

28. 24 

4. S 

24. 20 

8. 11 

29. 25 

6. 9 

25. 22 

9. 13 

27. 24 

2. 6 

22. 17 


13. 22 

26. 17 

15. 18 

24. 19 

IS. 27 

31. 24 

11. 15 

20. 16 

6. 9 

17. 13 

15. 18 

13. 6 

10. 15 

19. 10 

12. 28 

6. 2 

18. 22 

2. 7 

22. 26 

7. 11 

14. 18 


Drawn. 

GAME 

25. 

W YLIE. 

Anderson. 

11. 15 

23. 18 

8. 11 

27. 23 

4. 8 

24. 20 

15. 19 

23. 16 

12. 19 

IS. 15 

11. 18 

22. 15 

7. 11 

32. 27 

11. 18 

26. 23 

19. 26 

30. 7 

2. 11 

25. 22 

9. 14 

27. 23 

11. 15 

2S. 24 

8. 11 

23. 19 

14. 18 

19. 10 

IS. 25 

29. 22 

6. 15 

31. 26 

5. 9 

21. 17 

3. 8 

26. 23 

9. 13 

23. 19 

15. 18 

22. 15 

11. 18 

17. 14 

Drawn. 

GAME 26. 

Anderson. 

Wylie. 

22. 18 

11. 16 

18. 14 

10. 17 

21. 14 

9. 18 

23. 14 

8. 11 

25. 22 

3. 8 

29. 25 

11. 15 

24. 20 

15. 19 

20. 11 

8. 15 

25. 21 

4. 8 

22. 17 

6. 10 

27. 24 

2. 6 

26. 23 

19. 26 

30. 23 

15. 18 

24. 19 

18. 27 

32. 23 

8. 11 

28. 24 

6. 9 

31. 27 

9. 18 

23. 14 

11. 16 

27. 23 

16. 20 


Won by WyJie. 


GAME 27. 

Wv LIE. ANDERSON, 

11. 15 22. 17 

15. 19 23. 16 










EXAMPLES 

OF GAMES. 



rtn 

CO 

12 . 

19 

24. 15 

11. 

16 

24. 20 

30. 

23 

18. 27 

10. 

19 

25. 22 

15. 

24 

20. 

11 

82. 

23 

19. 26 

8. 

11 

30. 25 

7. 

16 

28. 

19 

14. 

10 

6. 9 

4. 

8 

27. 23 

4. 

8 

22. 

18 

13. 

6 

2. 9 

11. 

16 

22. 18 

10. 

14 

25. 

22 

25. 

20 

9. 13 

8. 

12 

17. 14 

8. 

11 

29. 

25 

10. 

7 

16. 19 

16. 

20 

23. 16 

6. 

10 

32. 27 

7. 

3 

S. 12 

12. 

19 

32. 27 

9. 

13 

18. 

9 

11. 

7 

19. 23 

9. 

13 

25. 22 

5. 

14 

22. 

18 

7. 

2 

26. 30 

6. 

9 

27. 24 

1 . 

5 

IS. 

9 

o 

o. 

7 

23. 27 

20. 

27 

31. 15 

5. 

14 

25. 

22 

2. 

6 

27. 31 

1 . 

6 

29. 25 

13. 

17 

22. 

13 

15. 

11 

31. 26 

7. 

10 

14. 7 

14. 

18 

23. 

7 

6. 

10 

5. 9 

3. 

19 

18. 15 

16. 

32 

13. 

9 

10. 

15 

26. 31 

9. 

14 

15. 11 

8 . 

10 

21. 

17 

7. 

2 

30. 25 

6. 

10 

11. 8 

11. 

16 

17. 

13 

11. 

7 

25. 22 

2. 

7 

8. 3 

32. 

2S 

9. 

6 

7. 

3 

9. 14 

5. 

9 

3. 8 

2. 

9 

13. 

6 

2. 

7 

22. 26 

10. 

15 

8. 3 

10. 

15 

6. 

2 

28. 

24 

31. 27 

7. 

11 

3. 7 

15. 

19 



24. 

19 

27. 31 


11. 16 
14. 18 
18. 23 

23. 30 
16. 20 

9. 18 
20. 24 

24. 27 
27. 31 
31. 27 
27. 23 
23. 18 
30. 26 


7. 11 
11. 18 
18. 14 
22. 15 
15. 11 
25. 22 
22. 18 
18. 14 
11. 7 
14. 9 


Won by Anderson, 

GAME 28. 


Anderson. 
22. 18 
25. 22 
24. 19 

30. 25 

22. 17 

28. 24 
18. 4 

23. 14 
4. 8 

24. 20 
17. 13 

8 . 11 
20. 11 
11 . 8 
8. 4 

31. 26 

25. 22 
27. 11 

29. 25 
25. 22 
22. 17 
17. 14 
21. 17 


Wylie. 

11. 16 

10. 14 ' 

8 . 11 

4. 8 

6. 10 

11. 15 
14. 18 
16. 30 

9. 18 
l 9 
2 . 6 
7. 16 
10. 15 

12. 16 
1. 5 

30. 23 
18. 25 
25. 30 
9, 14 
30. 25 
14. 18 
18. 23 
25. 21 

Won by Wylie. 


GAME 29. 


Wylie. 
11. 15 
8 . 11 


Anderson. 
23. 19 
27. 23 


Drawn. 


GAME 30. 


15. 11 
7. 2 
3. 7 
7. 10 


26. 22 

14. 18 

15. 23 
23. 27 


9. 

14 

22. 

18 

11. 

15 

22. 

26 

11. 

15 

18. 

9 

15. 

10 

13. 

17 

5. 

14 

25. 

22 

19. 

15 

17- 

22 

15. 

19 

23. 

16 

21. 

17 

22. 

25 

12. 

19 

24. 

15 

15. 

11 

25. 

30 

10. 

19 

22. 

17 

11. 

7 

26. 

22 

6. 

10 

27. 

24 

17. 

13 

30. 

26 

10. 

15 

17. 

10 

7. 

3 

26. 

23 

7. 

14 

29. 

25 

2. 

7 

22. 

26 

8. 

11 

25. 

22 

13. 

9 

32. 

2S 

14. 

18 

22. 

17 

9. 

6 

28. 

32 

18. 

22 

17. 

14 

6. 

2 

31. 

27 

22. 

25 

21. 

17 

10. 

15 

27. 

24 

25. 

29 

17. 

13 

7. 

10 

32. 

28 

4. 

8 

32. 

27 

2. 

7 

28. 

32 

3. 

7 

24. 

20 

14. 

18 

23. 

14 

15. 

18 

14. 

9 

10. 

17 

26. 

23 

19. 

23 

26. 

19 

17. 

14 

32. 

2S 

18. 

22 

27. 

24 

7. 

10 

23. 

19 



Won by Wylie. 

3. 

7 

' 28. 

32 





14. 

18 

32. 

27 



GAME 31 

. 

15. 

10. 

11 

14 

19. 

24. 

16 

19 

Wylie. 

Anderson. 

7. 

10 

16. 

7 

22. 

18 

11. 

16 

10. 

3 

19. 

24 

25. 

22 

10. 

14 

18. 

15 

27. 

23 

24. 

20 

16. 

19 

3. 

7 

23. 

26 

23. 

16 

12. 

19 

14. 

IS 

24. 

2S 

18. 

15 

7. 

10 

15. 

19 

28. 

32 

20. 

16 

14. 

18 

20. 

16 

26. 

31 

29. 

25 

9. 

14 

16. 

11 

31. 

27 

27. 

24 

5. 

9 

7. 

10 

27. 

81 

24. 

20 

8. 

12 

11. 

7 

32. 

27 

31. 

27 

1 . 

5 

18. 

15 

27. 

32 

16. 

11 

18. 

23 

15. 

11 

32. 

27 

27. 

18 

14. 

23 

7. 

2 

31. 

26 

22. 

17 

9. 

14 

10. 

15 

27. 

31 

17. 

13 

3. 

8 

2. 

6 

26. 

30 

26. 

22 

14. 

18 

6. 

10 

30. 

25 

22. 

17 

12. 

16 

10. 

14 

31. 

26 

17. 

14 

10. 

17 

11. 

8 



21. 

14 

23. 

26 


Won by Anderson. 





344 


DRAUGHTS. 


SEVENTY CKITICAL POSITIONS, 

TO BE WON OR DRAWN BT SCIENTIFIC PLAT.—PROM STURGES’ CELEBRATED 

COLLECTION. 


*** Throughout these Critical Situations the White are supposed to have occupied the lower 
half of the board; their men are, consequently, moving upward. 


No. 1. White to move and win.* 




No. 2. White to move and win, 



* This situation occurs in a great number of games, and ought to be well understood, 
t This situation often occurs when each player has equal men on dilferent parts of the 
board; Black, however, not being able to extricate those men, it becomes a draw. 






































DRAUGHTS. 


345 



No. 7. Either to move, B. win.t 


No. 8. White to move and win. 



* This situation, though apparently simple, should bo noted. 

•f White loses through being unable l<» keep commaiid oi s]OH r e ‘10 
























































































34Q 


DRAUGHTS. 




No. 13. White to move and win. 



No. 15. Black to move, W. to win.* 



No. 14. White to move and win. 


No. 16. White to move and win. 


* Similar endings often occur. 



























































































DRAUGHTS. 


347 




No. 20. White to move and win. 


No. 17. B. to move, W. to draw.* 


No. 18. White to move and win.f 


No. 21. White to move and win. 


No. 22. White to move and win. 


* An instructive position. t A very neat piece of play. 

^ VV; ite can force ihe #a:ne in a few moves. Three kings win against two, whenever the Black are in the double 
corners, ns above. 

















































































































348 


DRAUGPITS. 





No. 23. White to move and draw. 


No. 24. White to move and win. 


No. 25. White to move and win. 


No. 26. Black to move and draw. 


No. 27. White to move and win. 


No. 28. White to move and win. 




















































































DRAUGHTS. 


349 


No. 29. White to move and win. No. 80. White to move and win. 




No. 81. White to move and win 


No. 32. White to move and win. 

































































































350 


DRAUGHTS. 





No. 35. White to move and win. 


No. 36. Black to move, W. to draw. 


* This position, though it could never occur in play, is not the less curiov s. 


No. 37. White to move and win. 


No. 39. White to move and win.* 


No. 38. White to move and win. 


No. 40. Black to move, W. to win. 



































































































DRAUGHTS# 


351 



No. 48. White to move and win. 




No. 44. Black to move and win 


No. 45. White to move and win. 


No. 46. White to move and win. 



* The same as No. 41, with the difference of the move. 


















































































































DRAUGHTS* 


852 


No. 47. White to move and win. 



No. 48. White to move and win. 







































































































DRAUGHTS. 


353 


No. 58. White to move and win. 




No. 54. White to move and win. 



No. 56. White to move and win. 





















































































354 


DRAUGHTS# 


No. 59. White to move and win No. 60. White to mow 1 and win. 



No. 61. White to move and win. No. 62. White to move, B. wins. 



















































































DRAUGHTS. 


355 


% 


No. 65. White to move and win. 



No. 66. White to mow 5 and win. 




No. 67. White to move and win, 


No. 69. White to move and win, 





No. 68. Black to move and win. 


No. 70. White to move and win. 






























































































356 


DRAUGHTS. 


SOLUTIONS OF THE FOREGOING- SEVENTY POSITIONS. 


NO. 1. 

27. 32 

28. 24 

23. 18 

24. 28 A. 
18. 15 
28. 24 
32. 28 
24. 27 
15. 18 
12. 16 
28. 32 

27. 24 

18. 15 
24. 28 

15. 11 

16. 19 
82. 27 

28. 32 
27. 31 

19. 23 
11. 15 
32. 28 
15. 19 


A. 

12. 16 

18. 15 
16. 20 

15. IS 
24. 19 
82. 28 

19. 16 
18. 23 

16. 11 
23. 19 
11 . 8 
28. 32 

8 . 11 
32. 27 
11 . 8 
27. 23 
8. 3 
23. 18 
3. 8 
18. 15 


NO. 2. 

30. 26 
27. 23 
19. 15 
23. 30 
15. 19 

21. 25 

22. 29 

30. 26 
29. 25 

26. 31 
25. 22 

31. 27 
22. 18 

27. 32 


18. 23 
32. 28 
23. 27 
28. 32 

19. 23 
32. 28 

See No. 1. 


NO. 3. 

7. 10 
9. 13 
10. 14 

13. 9 

14. 10 


NO. 4. 

27. 23 

25. 29 
23. 18 
29. 25 

26. 30 


NO. 5. 

24. 19 
15. 24 
30. 26 
21. 30 
6. 9 


NO. 6. 

27. 24 

18. 15 
24. 20 
15. 11 
20. 24 

19. 23 
24. 20 


NO. 7. 

31. 27 
22. 18 
27. 24 

18. 15 
24. 27 

23. 19 
27. 24 

19. 16 

24. 20 

15. 11 

20. 24 

16. 20 
24. 27 
11. 15 
27. 31 
20. 24 

32. 27 
15. 19 
27. 20 
2a 32 


NO. 8. 

32. 27 
28. 32 

27. 24 
19. 28 
26. 23 

NO. 9. 

13. 9 

6. 13 
15. 6 

2. 9 

19. 15 

7. 11 
15. 10 

11. 15 

28. 24 

8 . 11 
10. 6 
15. 18 
24 19 

NO. 10. 

12. 16 
24. 20 
15. 10 

20. 11 
10. 1 
11. 7 

NO. 11. 

26. 23 
32. 28 

27. 32 

28. 24 
32. 28 
24. 20 

23. 19 
20. 24 
19. 15 

24. 27 
15. 18 

3. 8 
18. 15 

8. 12 
28. 32 

27. 24 
15. 11 
24. 28 
32. 27 

28. 32 

27. 24 
32. 28 
24. 19 

28. 32 
11. 15 
32. 28 
15. IS 
28. 32 
18. 23 
32. 28 


23. 27 
28. 32 
19. 23 
32. 28 
See No. 1. 


NO. 12. 

15. 11 
3. 8 
10. 15 
8 . 8 
15. 19 
12. 8 


NO. 13. 

18. 22 
17. 26 
27. 31 


NO. 14. 

26. 22 
12. 19 

22. 15 

19. 23 

20. 16 

23. 27 
25. 21 
17. 22 
21. 17 
27. 32 
17. 14 
32. 27 
15. 11 


NO. 15. 

13. 17 
30. 26 
5. 9 
12. 8 
9. 13 
26. 30 
17. 22 
8. 4 
13. 17 
4. 8 
17. 21 
8 . 11 
22. 25 
11. 15 
25. 29 
15. 18 
29. 25 
80. 26 


NO. 16. 

17. 22 

18. 25 
27. 23 


NO. 17. 

14. 17 
23. 26 

15. 10 

22. 25 

17. 21 

25. 22 
10. 14 

26. 30 

14. 17 
22. 18 

NO. 18. 

18. 15 

6 . 1 

14 9 
24 28 

23. 19 
1. 5 

9. 6 

28. 32 

19. 24 

5. 1 

24. 19 

NO. 19. 

6. 10 

19. 23 

NO. 20. 

7. 10 

15. 19 

21. 17 

9. 14 

10. 15 

NO. 21. 

27. 23 
32. 27 
23. 18 
27. 23 

18. 15 
23. 19 

15. 10 

19. 12 
10. 6 
12. 16 

NO. 22. 

26. 23 
18. 22 
23. 18 

16. 19 
18. 15 

22. 26 
30. 16 

12. 19 

13. 9 

6. 13 

15. 11 
13. 17 


NO. 23. 

15. 19 
8 . 11 
19. 23 
11. 15 

23. 27 

NO. 24. 

18. 15 
9. 14 

26. 22 
14 18 

15. 11 

NO. 25. 

24 19 

16. 23 
22. 18 

NO. 26. 

24. 27 
15. 11 
27. 23 

11. 15 
23. 27 
15. 19 

27. 32 

NO. 27 

22. 18 
15. 22 

17. 26 

28. 32 

27. 24 

19. 28 
26. 23 

NO. 28. 

11. 7 
3. 10 
2. 7 

NO. 29. 

30. 25 
21. 30 
8 . 11 

NO. 30. 

32. 27 

28. 32 

7. 10 

82. 23 

10. 14 

NO. 31 

12. 8 

11. 4 

a 2 










NO. 32. 

19. 23 

25. 29 

17. 21 

NO. 33. 

3. 8 

12. 3 

17. 13 

NO. 34. 

25. 21 

26. 17 

29. 25 

NO. 35. 

10. 7 

15. 8 

2 . 6 

NO. 36 . 

4. 8 
19. 23 

8 . 11 

24. 28 

11. 16 

23. 27 

6. 10 

28. 32 

16. 20 
32. 28 

NO. 37. 

10. 6 

1. 10 

23. 19 
8 . 11 
31. 27 

5. 9 

27. 23 

NO. 38. 

29. 25 
1. 6 

25. 22 

6. 9 

22. 17 

9. 6 

17. 14 
6. 1 

14. 9 
1. 5 

9. 6 

5. 1 

6 . 2 

1. 5 

2 . 6 

5. 1 

6. 9 
l. 5 


DRAUGHTS. 


357 


9. 14 
5. 1 

14. 18 
1. 5 

18. 22 
5. 9 

30. 26 
9. 14 

26. 23 
14. 9 

23. 18 
9. 5 

18. 14 
5. 1 
14. 9 
1. 5 

22. 17 
5. 14 

17. 10 


NO. 39, 

18. 22 

17. 26 

19. 24 

20. 27 


NO. 40. 

28. 24 

20. 16 

24. 8 

17. 14 


NO. 41. 

24. 28 

31. 27 

23. 19 

27. 31 

19. 24 

32. 27 

24. 20 
27. 32 

22. 18 
31. 27 


NO. 42. 

32. 28 

24. 20 

28. 32 

22. 18 

31. 27 

23. 19 
27. 31 

19. 24 

32. 27 

24. 28 

27. 32 

18. 22 
31. 27 
22. 26 

30. 23 

28. 24 


NO. 43. 

22. 17 

21. 25 

17. 13 

25. 30 
14. 9 
6. 10 
3. 7 
11 . 2 
9. 6 


NO. 44. 

14. 18 
30. 26 A. 

9. 14 
10. 6 
3. 8 
24. 20 

8 . 11 
6 . 1 
11. 15 
1 . 6 

15. 19 

20. 16 

18. 23 

26. 22 

23. 26 

16. 11 
26. 30 
11. 7 
30. 26 


A. 

24. 19 

18. 23 

19. 16 

9. 14 

10. 6 
23. 27 
6. 1 

14. 10 
30. 25 

27. 31 

25. 21 
81. 26 
16. 12 B. 

10. 14 

1. 5 

26. 23 

5. 1 
23. 19 

1. 6 

19. 15 

6 . 2 

15. 11 

2 . 6 
3. 7 
6. 10 

14. 18 

10. 3 

18. 14 


B. 

21. 17 
26. 23 

17. 13 

10. 14 
1. 5 

23. 19 

16. 12 

19. 15 

5. 1 
15. 10 

1. 5 

10. 6 

NO. 45. 

7. 10 

14. 7 

6 . 2 

NO. 46. 

15. 10 

NO. 47. 

11. 7 

NO. 48. 

11. 8 

NO. 49. 

10. 7 

2 . 11 

19. 15 

NO. 50. 

21. 25 
2. 7 

25. 30 

7. 11 

30. 26 

18. 14 

26. 23 
14. 10 

22. 18 

NO. 51. 

9. 6 
1. 10 
2 . 6 

NO. 52. 

17. 14 
10. 17 
9. 13 

NO. 53. 

30. 26 

22. 81 
7. 11 


NO. 54. 

28. 24 

20. 27 

25. 22 

NO. 55. 

10. 6 

23. 14 
5. 1 
2. 9 
1. 5 

NO. 56. 

13. 9 

5. 14 

6. 10 

NO. 57. 

22 18 

14. 17 

18. 11 
10. 14 

NO. 58 

10. 15 

17. 21 

19. 1# 

12. 19 

15. 24 

22. 25 

24. 19 

NO. 59. 

30. 26 
22. 18 

19. 24 
28. 19 

26. 28 

NO. 60. 

32. 27 

23. 32 

26. 23 

NO. 61. 

11. 15 

23. 30 
32. 27 

NO. 62. 

6. 10 

27. 32 
10. 19 
32. 28 

NO. 63. 

19. 24 

20. 27 

18. 22 


NO. 64. 

21. 17 

9. 13 
10. 15 
19. 10 
18. 14 

13. 22 

14. 16 

NO. 65. 

22. 25 

21. 30 
6 . 2 

NO. 66. 

22. 18 
13. 17 
10. 6 

2. 9 

18. 14 

NO. 67. 

2 . 6 

15. 18 
6. 10 

ia 22 

10. 14 
22. 25 

7. 2 
25. 29 
2. 7 
29. 25 
7. 10 

25. 21 

10. 15 
13. 17 

15. 19 

17. 22 

19. 23 

NO. 68. 

13. 9 

11. 20 
9. 2 

20. 24 
12. 16 
24. 28 

16. 19 
28. 32 

19. 24 

NO. 69, 

18. 14 
9. 18 

26. 22 
IS. 25 
24, 19 

NO. 70 

20. 16 

19. 10 

11. T 













358 


DRAUGHTS. 



TWELVE ORIGINAL CRITICAL POSITIONS, by R. Martin. 
No. 1. White to move and win. 


No. 2. White to mow? and win. 


No. 4. Black to move and win. 


No. 6. Black to move and draw. 
















































































DRAUGHTS. 


359 



No. 7. Black to move and win. 

No. 8. Black to move and win. 

i 



Its 

No. 9. White to move and win. 


No. 10. White to move and win. 


lli 


S?tf? 

No. 11. Black to move and win 


No. 12. White to move and win. 

ill 














































































360 


DRAUGHTS 


SOLUTIONS OF ME. MARTIN’S TWELVE CRITICAL POSITIONS. 


NO. 1. 

10. 6 
1. 10 
32. 27 
23. 32 
30. 16 
12. 19 
2 . 6 
W. wins. 


NO. 2. 

15. 11 

8. 15 

24. 20 
15. 24 
20. 18 

17. 21 

18. 22 
1. 5 

10. 6 

5. 9 

6 . 1 

9. 13 
1. 6 

21. 17 

22. 18 

17. 21 

6. 10 

13. 17 

18. 23 
17. 22 
10. 14 

22. 25 

23. 26 

25. 29 

26. 30 
W. wins. 

NO. 3. 

26. 22 


17. 26 
19. 15 

11. 27 
24. 22 

W. wins. 

NO. 4. 

19. 23 
26. 10 
6. 15 

13. 6 
1. 26 

30. 23 
15. 22 

B. wins. 

NO. 5. 

19. 16 

12. 19 
15. 10 

6. 15 

14. 10 

7. 23 

27. 18 

20. 27 
32. 7 

3. 10 

18. 4 
W. wins. 

NO. 6. 

19. 24 
11. 15 
24. 28 

15. 18 
22. 26 

31. 22 

28. 32 
18. 27 

32. 23 
Draw. 


NO. 7. 

24. 27 
31. 24 
13. 17 
22. 13 
16. 19 
24. 15 
7. 10 
15. 6 
B. wins. 


NO. 8. 

2. 7 

3. 10 

19. 24 

20. 27 
11. 16 

12. 19 
17. 13 
10. 17 

13. 15 
B. wins. 


NO. 9. 

9. 6 

1. 10 
30. 26 
21. 30 
24. 20 
30. 23 
20. 4 
IS. 25 
27. 2 
W. wins, 


NO. 10. 

15. 11 
8. 15 


30. 25 
21. 30 
20. 16 
12. 19 
23. 16 
30. 23 
27. 2 
W. wins. 


NO. 11. 

8. 12 

16. 11 

7. 16 
20. 11 

10. 15 

11 . 8 
15. 19 
23. 16 
12. 19 

8. 4 
19. 24 

B. wins. 


NO. 12. 

15. 10 

26. 19 
5. 1 

17. 26 

27. 24 
20. 27 

10. 7 
3. 10 

18. 15 

11. 18 
1 . 6 
2. 9 

13. 15 
W. wins. 







POLISH DRAUGHTS. 


361 


POLISH DRAUGHTS. 



This variety is played with a table divided into one hundred 
squares, fifty of each color, and with forty counters (called indifferently 
either pieces, pawns, or men), one-half black and the other white, 
each player having twenty of one color. (In Germany, however, 
Polish Draughts is now frequently played on the ordinary board, 
with the usual complement of twenty-four pieces.) The counters 
are moved forward, as in the English game, and upon the same 
system, namely, obliquely, from square to square; but in taking, 
they move in the Polish game either backwards or forwards. The 
King,* * too, has the privilege of passing over several squares, and 
even the whole length of the diagonal, when the passage is free, at 
one move, which vastly adds to the amount of combinations. 

It is usual both in France and England to arrange the counters 
on the white squares ; but they may by consent be placed on the 
black. The color adopted is a matter of indifference, excepting that 

* In the Polish game, almost the only one played on the Continent, the crowned piece 
is called a Queen, instead of King. Indeed, the common name for Draughts is Damen 

• (women); it follows therefore naturally that the principal piece should be a Queen. 

16 


















362 


POLISH DRAUGHTS. 


the black pieces are not seen quite so well on their own color as the 
white on theirs. 

The table is so placed, that each of the players has a double cor¬ 
ner of the color played on, to his right, viz., the squares numbered 
45 and 50. The board, in first placing the pieces, is divided into 
two portions: that occupied by the black counters, comprising the 
twenty squares, from 1 to 20, and that occupied by the white, com¬ 
prising those numbered from 31 to 50, leaving between them two rows 
of squares unoccupied, upon which the first moves take place. 

The laws which regulate the English game are with a few ad¬ 
ditions equally applicable to the Polish. We have therefore merely 
to give the directions for playing, and the two or three additional 
rules which belong peculiarly to this variety. 

The march of the Pawn, as already observed, is the same as in 
the English game, with this addition, that where there are pieces 
en prise (but not else) the taking Pawn may move backwards. 
Thus, White having a pawn at 25, and Black unsupported Pawns 
at 20, 9, 8, 17, 27, 38 and 39, White having the move would take 
them all, and finish at square 34. It will be observed that in this 
coup White passes a crowning square at 3, but he does not there¬ 
fore become entitled to be made a King, nor has he the option of 
stopping en route, but must go on to the termination of his move at 
34 or be huffed. 

The piece which captures, whether Pawn or King, cannot in the 
course of one coup repass any covered square which it has leaped 
over, but must halt behind that piece which, but for this restriction, 
would be en prise. For example, suppose White to have a Pawn 
upon 22, 32, 33, and 37, with a King at 43, and Black a Pawn at 
3, 4, 9, and 19, with Kings at 10 and 13. The black King at 13 
takes the four Pawns, 22, 37, 43, and 33, and must stop at 28, which 
he would have to touch in preparing to take 32, but is prohibited 
from going to square 37 in consequence of having passed over it 
before. A square which is vacant may be passed or repassed sev¬ 
eral times in the course of one coup , provided no piece is passed 
over a second time. It is the intricacy of such moves which renders 
the rule imperative that the pieces taken be not removed till the 
capturing Pawn is at its destination or “ en repos.” The White 
Pawn at 32, then takes the Black Pawn jeopardized at 28, as well 
as the pieces at 19 and 10, making a King. 

As regards huffing at this game, the player is bound to take .the 


POLISH DRAUGHTS. 


363 


greatest number of pieces where be has the choice, notwithstanding 
the smaller number may be most to his advantage, and failing to do 
so he may be huffed or compelled to take at the option of his ad¬ 
versary. Thus if on the one hand there are three Pawns en jprise,, 
and on the other two Kings, you are compelled to take the Pawns, 
but were there only two Pawns instead of three, you must take the 
Kings, as being of greatest value. When pieces, at the option of 
taking, are numerically and intrinsically the same, you may take 
which you please. The rule resolves itself into this, that you are 
controlled, by numerical value r excepting when the numbers are 
equal, and then by the actual value of the pieces. 

Kings are made in the same manner as in the English game. It 
has already been said that you cannot claim to have your Pawn 
crowned if it touches a King’s square merely in its passage over it 
en coup. Good players, when they cannot prevent the adversary 
from reaching a King’s square, commonly endeavor to lead him out 
again by placing a man or two in take, so as to disentitle him from 
being crowned. Indeed, it is sometimes good play to sacrifice three 
men, either for the object of gaining or capturing a King, especially 
towards the end of the game, when he is of the greatest importance, 
much greater in proportion than at the English game. 

The movement of the King is the great feature in this game, and 
in coup he may accomplish more angles on the draught-board than 
a billiard-ball can be made to perform, even in the hands of a 
Phelan. He has the privilege of traversing the board from one 
extremity to the other (if the line be unoccupied) or of halting on 
any of the intermediate squares, like the Bishop at Chess. Thus, if 
he stand at 28, he may move anywhere on the line between 5 and 
46, or between 6 and 50, but he can only move on one line at a time, 
unless there are pieces en prise, and then he may move diagonally 
all over the board, in which respect he has an advantage over the 
Bishop at Chess. For example, place isolated black Pawns or 
Kings at 37, 17, 20, 30, 40, and a white King at 48. He will take 
all the pieces, by touching at the following squares, viz., 26, 3, 25, 
34, and 45, where he rests, which squares, it will be perceived, 
though not close to the pieces, are within the angles. Indeed, it is 
possible so to place the pieces that a single King might capture a 
dozen in rotation. The following example is a case in which 19 may 
be taken at one coup. Place a white King at 45, and he may take 
all the intervening pieces, by touching at the following squares, viz., 


364 


POLISH DRAUGHTS. 


29, 18, 4, 15, 29, 38, 27, 18, 7, 16, 27, 36, 47, 28, 49, 35, 24, 13, and 
2 where he rests. The player who may wish to try this experi¬ 
ment, will have to place the pieces on squares, 8, 9, 10, 11, 12, 19, 
20, 21, 22, 23, 30, 31, 32, 33, 34, 41, 42, 43, 44. 

Between equal and skilful players the game would of necessity 
be “ drawn” in many positions, when the uninitiated would lose; 
it is difficult, therefore, to define what are drawn games, but one or 
two of the simplest may be instanced. Suppose that at the end of 
the game one party, say White, has a King on the great central 
line, between Nos. 5 and 46, and Black has two or even three 
Kings, the game is drawn, as White cannot be driven from his 
hold, or captured, if he play correctly, and takes care to keep on 
the other side of a trap; thus, if he finds white preparing to get his 
pieces at 37, 38 and 49, he must be between 5 and 28, and vice versa, 
that is, always on the adversary’s unfortified or weak side. But 
when the single King does not occupy the central line, there are 
many ways of winning, especially against an inferior player; but 
as these cannot be forced, the game must be considered drawn after 
15 moves, and this rule holds good, although the stronger party may 
have given odds. Should the odds, however, consist in ceding the 
draw as a game won, then twenty moves may be claimed by the 
party giving such odds. 

When, at the conclusion of a game, a player, who has only one King, 
offers to his adversary, who has a King and two men, or two Kings 
and a man, to crown his two men, or the man, for the purpose of 
counting the limited moves, the latter is obliged to accept the offer, 
otherwise the former can leave the game as a draw. 

When one party at the end of a game has a King and a man 
against three Kings, the best way is to sacrifice the man as soon 
as possible, because the game is more easily defended with the 
King alone. 

In Polish Draughts, especially, it is by exchanges that good play¬ 
ers parry strokes and prepare them ? if the game is embarrassed, 
they open it by giving man for man, or two for two ; if a dangerous 
stroke is in preparation -they avoid it by exchanging man for man; 
if it is requisite to strengthen the weak side of your game, it may 
be managed by exchanging; if you wish to acquire the move, or an 
advantageous position, a well managed exchange will produce it; 
finally, it is by exchanges that one man frequently keeps many con¬ 
fined, and that the game is eventually won. 


POLISH DRAUGHTS. 


365 


When two men of one color are so placed that there is an empty 
square behind each and a yacant square between them, where his 
adversary can place himself, it is called a lunette , and this is much 
more likely to occur in the Polish than the English game. In this 
position one of the men must necessarily be taken, because they 
cannot both be played, nor escape at the same time. The lunette 
frequently offers several men to be taken on both sides. As it is 
most frequently a snare laid by a skilful player, it must be regarded 
with suspicion ; for it is not to be supposed that the adversary, if 
he be a practised player, would expose himself to lose one or more 
men for nothing. Therefore, before entering the lunette, look at your 
adversary’s position, and then calculate what you yourself would do 
in a similar game. 

Towards the end of a game, when there are but few Pawns left 
on the board, concentrate them as soon as possible. At that period 
of the game the slightest error is fatal. 

The King is so powerful a piece that one, two, or three Pawns 
may be advantageously sacrificed to obtain him; but, in doing so, 
it is necessary to note the future prospects of his reign. Be cer¬ 
tain that he will be in safety, and occupy a position that may enable 
him to retake an equivalent for the Pawns sacrificed, without dangei 
to himself. An expert player will endeavor to snare the King as 
soon as he is made, by placing a Pawn in his way, so as to cai? 3e 
his being retaken. 


GAME I, 


39 to 30 20 to 25 

(taking 34) 


32 to 28 20 to 25 

37 to 32 14 to 20 

41 to 37 10 to 14 

31 to 27 17 to 21 

37 to 31 21 to 26 

42 to 37 4 to 10 

47 to 42 20 to 24 

28 to 22 14 to 20 

33 to 28 10 to 14 

34 to 30 25 to 34 


WHITE. BLACK. 


(taking 30) 


WHITE. BLACK. 

44 to 39 25 to 34 

(taking 30) 

40 to 20 14 to 25 

(tak. 34 & 24) (taking 20) 
35 to 30 25 to 34 

(taking 30) 

39 to 30 18 to 23 

(taking 34) 

45 to 40 15 to 20 

40 to 35 12 to 18 

43 to 39 7 to 12 

39 to 33 20 to 24 

49 to 43 5 to 10 



366 


POLISH DEAUGHTS. 


WHITE. 

BLACK. 

50 to 45 

10 to 15 

45 to 40 

15 to 20 

30 to 25 

2 to 7 

25 to 14 

9 to 20 

(taking 20) 

(taking 14) 

40 to 34 

20 to 25 

33 to 29 

24 to 33 

28 to 39 

(taking 29) 
12 to 17 

(taking 33) 

46 to 41 

17 to 28 

34 to 29 

(taking 22) 
23 to 34 

32 to 14 

(taking 29) 

8 to 12 

(tak. 28 & 19) 

39 to 30 

25 to 34 

(taking 34) 

(taking 30) 

27 to 22 

18 to 27 

31 to 22 

(taking 22) 

3 to 9 

(taking 27) 

14 to 3 

12 to 17 

(crn’d, tak. 9) 

3 to 21 

26 to 28 

(taking 17) 

(tak. 21 & 22) 

36 to 31 

7 to 12 


WHITE. 

BLACK. 

31 to 27 

12 to 18 

41 to 36 

11 to 17 

27 to 22 

18 to 27 

37 to 32 

(taking 22) 
28 to 37 

42 to 11 

(taking 32) 
6 to 17 

(taking 37, 27, 

(taking 11) 

& 17) 

38 to 33 

17 to 22 

43 to 39 

34 to 43 

48 to 39 

(taking 39) 
16 to 21 

(taking 43) 

39 to 34 

21 to 27 

34 to 29 

13 to 18 

29 to 24 

27 to 31 

36 to 27 

22 to 31 

(taking 31) 

(taking 27) 

24 to 20 

31 to 37 

20 to 14 

37 to 41 

14 to 9 

41 to 47 

9 to 4 

(a King) 
47 to 24 

(a King) 

(taking 33) 

4 to 36 
(taking 18) 


Drawn, each player remaining with a King and Pawn. 


GAME II. 


** The variations are given as notes at the foot of the page. 


WHITE. 

34 to 30 
40 to 34 
45 to 40 
50 to 45 
33 to 28 


BLACK. 

20 to 25 
14 to 20 
10 to 14 
5 to 10 
20 to 24 


WHITE. 

39 to 33 
44 to 39 
49 to 44 
31 to 27 
37 to 31 


BLACK. 

15 to 20 
18 to 23 
12 to 18 
7 to 12 
2 to 7 




POLISH DRAUGHTS. 


367 


WHITE. 

41 to 37 
47 to 41 
31 to 26 
33 to 24 
(taking 29) 
39 to 33 
33 to 24 
(taking 29) 


BLACK. 

10 to 15 
4 to 10 
24 to 29 (a) 
20 to 29 
(taking 24) 

17 to 22 {b) 
22 to 33 
(taking 28) 


WHITE. 

BLACK. 

38 to 29 

11 to 17 

(taking 33) 


37 to 31 

7 to 11 

42 to 37 

17 to 21 

26 to 17 

11 to 22 

(taking 21) 

(taking 17) 

43 to 38 

]4 to 20 (c) 

31 to 26 

22 to 33 


(tak. 27,37, & 38) 


(i a ) Here Black in playing from 24 to 29 commits a false move, which, causes the loss 
of a pawn. It might have been avoided by playing 

17 to 21 86 to 27 

26 to 17 11 to 31 (taking 31) 

(taking 21.) (taking 17 A 27) 

This would have caused a mutual exchange of two pieces. 

(h) The pawn at 29 is necessarily lost, as the sequel of the game will show, and if to 


17 to 28 
(taking 22) 


save it Black had played 14 to 20, he would have lost a coup , thus 


14 to 20 

31 to 22 


33 to 24 

20 to 29 

(taking 27) 


(taking 29) 

(taking 24) 

3S to 27 


27 to 22 

18 to 27 

(taking 32) 



(taking 22) 

5 to 32 


32 to 21 

16 to 27 

(taking 28) 


(taking 27) 

(taking 21) 

40 to 29 


37 to 81 

23 to 32 

(taking 34) . 



(taking 28) 

White having gained 

34 to 5 

25 to 34 

a King and three 

(tak. 29,19, & 10. & crn’d) 

(taking 30) 

Pawns. 



It 

how 


is immaterial 
these moves 


are played. 


(c) Black, in playing 14 to 20, makes a false move, which causes him to lose the game, 
through a skilful coup, and he would not the less have lost, if White, in lieu of making tho 
coup , had played as follows: 


48 to 42 


10 to 14 

24 to 4 

8 to 13 

31 to 26 


22 to 31 

(taking 19 & 9, 




(taking 27) 

& crowned) 


36 to 27 


12 to 17 

4 to 18 

22 to 13 

(taking 81) 



(taking 13) 

(taking the King.) 

44 to 39 


6 to 11 

32 to 21 

26 to 17 

39 to 33 


1 to 6 

(taking 27) 

(taking 21) 

26 to 21 


17 to 26 

30 to 24 

14 to 20 



(taking 21) 

37 to 32 

20 to 29 

27 to 22 


18 to 27 


(taking 24) 



(taking 22) 

34 to 23 

3 to 9 

29 to 18 


20 to 29 

(taking 29) 


(taking 23) 


(taking 24) 

35 to 30 

25 to 34 

33 to 24 


13 to 22 


(taking 30) 

(taking 29) 


(taking 18) 











868 


POLISH DRAUGHTS, 


WHITE. 

29 to 38 
(taking 33) 
32 to 28 


BLACK. 

20 to 29 


(taking 24) 
23 to 43 
(tak. 28 & 38) 


white. 

34 to 5 


(a King, taking 
29, 19, & 10) 
48 to 30 
(tak. 43 & 44) 


BLACK. ' 

25 to 34 
(taking 30) 

Lost. 


We nevertheless continue the game to its conclusion, that nothing 
may be omitted which the learner could desire. 


WHITE. 

5 to 37 
37 to 5 
(taking 14) 

5 to 11 
(tak. 23 & 17) 
30 to 24 


40 to 29 
(taking 84) 

29 to 24 
88 to 83 
42 to 38 
33 to 28 
32 to 21 
(taking 27) 

38 to 32 
28 to 17 
(taking 22) 

23 to 18 
(in the lunette) 

18 to 20 
(taking 13 & 14) 
20 to 14 
14 to 9 

9 to 3 
(a King) 

45 to 40 

40 to 35 

41 to 36 

24 to 19 
35 to 30 


BLACK. 

12 to 17 
9 to 14 
18 to 23 

6 to 17 

(tak. the King) 
16 to 21 


9 to 14 

16 to 21 

17 to 22 
22 to 27 

21 to 26 

26 to 17 
(taking 21) 

17 to 22 
11 to 22 
(taking 17) 

22 to 17 

27 to 38 
(taking 32) 

38 to 43 
43 to 49 
(a King) 
49 to 27 

6 to 11 
11 to 16 
27 to 43 
43 to 27 
27 to 49 


WHITE. 

35 to 30 

40 to 35 
44 to 39 
39 to 33 

41 to 37 

36 to 31 


Or 19 to 13 
3 to 15 
(taking 20) 
Immaterial where 

Or 30 to 24 
19 to 13 

13 to 9 

36 to 31 
46 to 41 
3 to 25 

(taking the King) 
25 to 43 
43 to 48 
48 to 42 
42 to 48 
48 to 25 
(taking 30) 

25 to 14 

14 to 46 
46 to 37 

(taki ng 41) 


BLACK. 

3 to 9 
1 to 7 
7 to 12 
12 to 18 
21 to 27 
27 to 36 
(taking 31) 


15 to 20 
49 to 85 

35 takes 2 
Drawn. 

49 to 44 
44 to 22 
22 to 4 
(taking 9) 

4 to 36 
(taking 31) 

36 to 20 
(taking 41 & 24) 

16 to 21 (d) 

21 to 26 
15 to 20 
20 to 25 

25 to 30 

26 to 31 

31 to 36 

36 to 41 
Lost. 


(d) Here commence a series of moves necessary, in order with a single King, to arrest 
the two pawns which are advancing from the right and left of the board to the crowning 
line. 








POLISH DRAUGHTS. 


369 


WHITE. 

BLACK. 

WHITE. 

BLACK. 

46 to 41 

36 to 47 

45 to 40 

28 to 33 


(crn’d, tak. 41) 

40 to 34 

33 to 38 

30 to 25 

47 to 20 

37 to 28 

38 to 16 


(tak. 33 & 24) 


(tak. 32 & 21) 

25 to 23 

17 to 22 

12 to 8 

16 to 21 

(taking 20, 9, 

8. 

8 to 3 

21 to 27 

& 18) 


3 to 25 

27 to 32 

26 to 21 

15 to 20 

(taking 20) 


35 to 30 

13 to 18 

25 to 20 

32 to 37 

23 to 12 

22 to 28 

20 to 47 

Lost. 

(taking 18) 





LOSING 

GAME. 



This game, which is lively and amusing, may for variety’s sake 
be occasionally played. Although not ranked as scientific, it has 
its niceties, and requires considerable attention and management. 

The player who first gets rid of all his men wins the game. 
Your constant object, therefore, is to force your adversary to take 
as many pieces as possible, and to compel him to make Kings, 
which is accomplished by opening your game freely, especially the 
back squares. Huffing, and the other rules, apply equally to this 
game. 



370 


BACKGAMMON. 


BACKGAMMON. 


Much has been written about the origin of this game, but the 
derivation of Backgammon, a game of mixed chance and calcula¬ 
tion, is still a vexed question. The words back-gammon have been 
ascribed to the Welsh tongue; back, little, and gammon, battle, the 
little battle ; but Strutt, with greater plausibility, traces the term 
to the Saxon bac and gamen, that is, back-game, so denominated 
because the performance consists in the two players bringing their 
men back from their antagonist’s tables into their own; or because 
the pieces are sometimes taken up and obliged to go back—that is, 
re-enter at the table they came from. Chaucer called this game 
Tables, and in his time it was known by that name. 

Tric-trac is the French name for Backgammon, and by this desig¬ 
nation it was common in both England and Scotland in the last and 
preceding century. The Germans know the game also by the term 
“ Tric-trac but the Italians have shown it most honor by denomi¬ 
nating it “ Tavola reale,” the royal table. It was always a favorite 
diversion with the clergy, and numerous are the quotations we 
could make from writers of the Johnsonian period in reference to it. 
Sir Roger de Coverley, of immortal memory, wishful to obtain from 
the university a chaplain of piety, learning, and urbanity, made it a 
condition that the candidate should, at least, know something of 
Backgammon! 

HOW TO PLAY THE GAME. 

Captain Crawley (from whom we quote again) says : It is a diffi¬ 
cult matter to describe the manner of playing this game, and few 
authors have attempted it. Hoyle and others who have written on 
the subject, have generally shirked it, and instead of describing the 
mode of playing the game, have gone off at once into technicali¬ 
ties, and bothered their readers with “blots,” “bars,” “points,” 
“odds,” and “chances.” We must be a little more particular. 
Now, first of all, it is just possible that some of our readers have 


INSTRUCTIONS. 


371 


never seen a Backgammon Board. Therefore, as the first step 
in acquiring a language is to learn its alphabet, we here—in 
order to render the game easy (to the very meanest capacities)— 
begin by placing before the eyes of our readers a picture of the 
Backgammon Board, with the men set out in order for com¬ 
mencing a game. 

BLACK. 

black’s home, or inner table. | black’s outer table. 


ill 

Iff! 

| 

/ 2 3 4 5^ 
a I 
6 

12 3 4 Sj^\ 

7 8 9 10 J/K^J 
12 

12 

7 3 9 /0 U m | 

HU 

H 

imii 

|| 


white’s home, or inner table. | white’s outer table. 

white. 

It will be seen, at a glance, that each player has fifteen men, 
placed as in the illustration. The table is divided into two parts; 
and a little attention will show that the men belonging to each ad¬ 
versary are arranged upon the battle-field in precisely similar order 
—an advantage not always obtained upon actual battle-fields, where 
men are the “ pieces” to be knocked over and taken prisoners. 

The board consists of twenty-four points , colored alternately of 
different colors, usually blue and red; and that division in which 
are placed five black men and two white, is called the table or home 
of the black, and vice versd. Beginning from the ace, the points 
are numbered consecutively to twelve. French terms are usually 
employed for the points: thus ace, deux, trois, quatre , cinq, six , 
stand for one, two, three, four, five, six. On the other side of the 
division that separates the table into two halves, the first point is 
called the bar-point. Supposing, therefore, the black to be played 
into the right-hand table (as in the illustration), two men are placed 

























372 


BACKGAMMON. 


upon the ace-point in your adversary’s table ; Jive upon the sixth 
point in his outer table; three upon the fifth point in your own 
outer table ; and Jive upon the sixth point in your own inner table. 
It must be understood that the points are named alike— ace , deux , 
etc.—in each table, and that the right-hand division is the black’s 
inner table , and the left-hand his outer table. The white’s left-hand 
table is his inner, and the right-hand his outer table. 

The great object of the game is to bring your men round into 
your own inner table; and this is accomplished by throws of the 
dice. Each player is provided with a box and two dice, and the 
game is regulated by the number of pips that are face upwards when 
the dice are thrown. In other words, the game is determined by 
the chances of the dice, two of which are thrown by each player 
alternately. According to the numbers thereon are the points to 
which the men are moved in “measured motion” always towards 
the ace corner. Thus, if the numbers thrown be a cinque and a 
quatre , one man is moved five points, reckoning from his place on 
the board, and another four points; or one man may, at the option 
of the player, be moved five points and four. Such man or men can 
only be placed on points not in possession of your adversary. Two 
or more men on any point have undisturbed possession of that par¬ 
ticular point. But though you may not place your men on any of 
these points, you may pass over them. 

If during these forward marches one man be left on a point, it is 
called a blot. If your antagonist throw a number or two which 
count (either or both) from a point occupied by his own men to the 
place where the unhappy blot is alone in his insecurity, the single 
man may be taken, and the blot is said to be hit —that is, taken 
prisoner, torn from his position, and placed on the bar to wait till 
he can be entered again. 

To enter means to throw a number on either of the dice; and the 
point so numbered must be vacant or blotted on the enemy’s table. 
The captured man may be entered or placed there. Two or more 
men on a point are unassailable ; it is your single men only that 
can be impressed. If your adversary have three or four points in his 
table secured by two or more men, it is evident that there may be 
delay and difficulty in entering any hitted man. Delays in Back¬ 
gammon, as in morals, are always dangerous. Therefore the dice 
must be thrown again and again till a vacant point be gained and 
the man be entered, and your game goes on as before. Meanwhile, 


INSTRUCTIONS. 


373 


however, jour adversary goes on with his game ; but until an en¬ 
trance has been effected, no man on the captive’s side can be moved. 
They are all stationary, like the people in the petrified city. If 
every point be filled, however, the prisoner must wait till a line in 
the hostile table becomes vacant or blotted. 

When two numbers are thrown, and one enables a man to enter, 
the second number must be played elsewhere; but if there be more 
than one man to enter, and only one number giving the privilege 
of entry appears on the dice, the game must remain statu quo till a 
proper number be thrown. 

When doublets (that is, two dice with the same numbers upwards) 
are thrown, the player has four moves intead of two: for example, 
if a deuce doublet (two twos) be thrown, one man may be moved 
eight points, four men each two points, two men each four points, 
or in any other way, so that the quadruple be completed. The 
same also of all numbers known as doublets. 

Whatever numbers be thrown on the dice must be played. There 
is no option in the case. If, however, every point to which a man 
could be moved be occupied by the adverse columns, the situation 
of the men remains unchanged, and your opponent proceeds with 
his game. If one man only can be played, he must be played. 
The other die has been cast in vain. Par exemple, a six and an 
ace are thrown. Every sixth point in your position is manned and 
impregnable ; but the ace-point is vacant; therefore the ace (which 
is a second-cousin sort of point, being once removed) only can be 
played. 

Your men move always in one direction ; from the adverse inner 
table over the bar, through your adversary’s outer table round into 
your own outer table, and then over the bar home. 

We now come to the second stage. Suppose the player has 
brought all his men “home;” that is, ensconced in their proper 
tables ; it is then the business of each player to bear his men ; that 
is, to take them off the board. For every number thrown, a man is 
removed from the corresponding point, until the whole are borne 
off. In doing this, should the adversary be waiting to “enter” any 
of his men which have been “hit,” care should be taken to leave no 
“blots” or uncovered points. In “bearing off,” doublets have the 
same power as in the moves, .four men are removed ; if higher num¬ 
bers are on the dice than on the points, men may be taken from 
any lower point—-thus, if double sixes are thrown, and the point has 


374 


BACKGAMMON. 


been already stripped, four men may be removed from the cinque- 
point or any lower number. If a low number is thrown, and the 
corresponding point hold no men, they must be played up from a 
higher point. Thus, if double aces be thrown, and there are no 
men upon the ace-point, two or more men must be played up from 
the higher points, or a fewer number played up and taken off. 

If one player has not borne off his first man before the other has 
borne off his last, he loses a “gammon,” which is equivalent to two 
games or “ hits.” If each player has borne off, it is reduced to a 
“hit,” or game of one. If the winner has borne off all his men be¬ 
fore the loser has carried his men out of his adversary’s table, it is a 
“backgammon,” and usually held equivalent to three hits or games. 

But there are restrictions and privileges in taking off. As before 
observed, doublets have the same power as in the moves; four men 
are placed on the retired list. If higher numbers are on the dice 
than on the points, men may be taken off from any lower point. 
Thus, a six and a cinque are thrown—if those points are unoccu¬ 
pied, men may be taken off from the nearest number. If a lower 
number be thrown, and the corresponding point holds no men, they 
must be played up from a higher point; and so on (as already said 
above) with all the other numbers. 

In order to acquire a good knowledge of Backgammon, it will be 
necessary for the learner to study these instructions with the board 
before him. But, perhaps, the best plan will be, in order to con¬ 
quer the principles of the game, to play one or two. 

In commencing the game, each player throws one of the dice to 
determine the priority of move. The winner may then, if he chooses, 
adopt and play the number of the probationary throw; if a toler¬ 
ably good point be thrown, it should certainly be chosen ; but if 
not, then it will be rejected. The two dice are then thrown out of 
the box and the play begins. 

EXAMPLES. 

FIRST GAME. 

Let the student number the points on his board so as to corre¬ 
spond with the little engraving at page 371, distinguishing those on 
the side of the black by the letter d, 1 b., 2 b., etc.; their oppo¬ 
nents, the whites, 1 w., 2 w., etc. In the following games, A repre¬ 
sents the black and F the white. 


INSTRUCTIONS. 


375 


To begin, L throws, say 5; F, 2. L has, therefore, won the first 
move. Bat not liking a five to commence the game with, he throws 
again, and the result is— 

Aces, doublets.]—These are. played, 2 from 8 to 7 b., and 2 from 
6 to 5 b. 

F 5, 4.]—2 from 12 b. to 8 and 9 w. 

L 3s., ds.]—2 from 1 w. to 7 w., occupying adversary’s bar- 
point. 

F 5, 2.]—1 from 9 and 1 from 6 w. to 4 w. 

L 6, 1.]—1 from 12 w. to 7 b., and 1 from 6 to 5 b. 

F 5, 3.]—1 from 8 and 1 from 6 w. to 3 w. 

L 6, 3.]—1 from 8 and 1 from 5 b. to 2 b. 

F 6, 5.]—1 from 12 b. to 2 w. 

L 3, 1.]—1 from 12 w. to 9 b. 

F 4, 2.]—1 from 8 w. to 2 w., covering man. 

L 6, 2.]—1 from 12 w. to 5 b. 

F 6s., ds.]—2 from 8 m to 2 w., the other 2 cannot be played, 
every point occupied. 

L 4, 3.]—2 from 12 w. to 10 and 9 b. 

F 3, 1.]—1 from 1 b. to 4 b., and 1 from 2 w. to 1 w. 

L 5, l.J—1 from 9 and 1 from 5 b. to 4 b., taking up man (placing 
the captive on the central division) and making point. 

F 3, 4.]—Enters captive at 3 b., moves 1 man from 12 b. to 9 w. 

L 6, 1.]—1 from 7 w. to 12 b. (taking man), 1 from 10 b. to 9 b. 

F 3, 2.]—Enter at 3 b., 1 from 9 to 7 w., taking man. 

L 3, 1.]—Enter at 1 w., hitting blot and making capture, 1 from 
12 to 9 b. 

F 5, 1.]—Enter 1 b., 1 from three to 8 b. 

L 3, 1.]—1 from 9 to 8 b., taking man, thence to 5 b. 

F 4, 2.]—Both points occupied in enemy’s table, so the prisoner 
cannot be entered; no move made on the part of F, whose position 
is not very enviable. 

L 5, 4.]—1 from 1 w. to 10 w. 

F 6, 5.]—Still cannot enter. “Hope deferred,” etc. 

L 6, 3.]—1 from 10 w. to 9 b., thence to 6 b. 

F Is., ds.]—Enter 1 b., 1 from 7 to 5 (2 moves), and 1 from 6 
to 5 w., securing cinque-point. 

L 6, 4.]—1 from 9 and 1 from 7 b. to 3 b., taking man and mak¬ 
ing point. 

F Is., ds.]—Enter 1 b., 3 from 2 to 1 w. 


376 


BACKGAMMON. 


L 6, 5.]—1 from 9 to 3, and 1 from 7 to 2 b. 

F 3, 2.]—2 from 4 to 2 and 1 w. 

L 6, 3.]—1 from 7 to 4 b. : “the table’s full,” like Macbeth’s, 
and 1 man taken off for the 6 point. 

F 4s., ds.]—2 from 6 and 2 from 5 w. to 2 and 1 w. 

L 4, 1.]—Takes off 1 from 4 point, plays up 1 from 3 to 2, ace- 
point being occupied by the enemy. 

F 2, 1.]—2 from 3 to 2 and 1 w. 

L 4, 2.]—Takes off from 4 and 2, leaving blot—game greatly in 
favor of L ; risk may be run. 

F 6, 5.]—1 from 1 b. to 12 b. 

L 5, 4.]—Takes off. 

F 4, 2.]—1 from 12 b. to 7 w. 

L 6, 3.]—Takes off from 6, plays up from 6 to 3. 

F 5, 2.]—I from 1 b. to 8 b. 

L 6, 4.]—Takes off from 5 ; 4 can neither be played nor taken off. 
F 5, 3.]—1 from 8 b. to 9 w. 

L 5, 1.]—Takes off from 5, plays 1 from 3 to 2. 

F 4, 2.]—1 from 9, and 1 from 7 w. to 5 w., making point. 

L 3, 2.]—Takes off, leaving blot. 

F 4, 2.]—1 from 1 to 3 b., hitting and taking up blot, thence to 
7 b. 

L 5, 1.]— Cannot enter. 

F 3, 2.]—1 from 7 b. to 12 b. 

L 5, 4.]—Enter at 4, thence to 9 w. 

F 3s., ds.]—1 from 12 b. to 1 w. 

L 6, 4.]—1 from 9 w. to 10 b., thence to 6 b. 

F 5, 2.]—1 from 1 to 6 b., taking man, thence to 8 b. 

L 5, 4.]—Enter 4, thence to 9 w. 

F 2s., ds.]—1 (in 4 moves) from 8 b. to 9 w., taking man. 

L 6, 3.]—Enter at 3, thence to 9 w., taking man. 

F 5, 4.]—Enter at 5, thence to 9 b. 

L 3s., ds.]—1 (in 4 moves) from 9 w. to 4 b. 

F 5, 1.]—1 from 9 b. to 10 w. 

L 4s., ds.]—Takes off, and the unhappy F loses a gammon. 
second game. 

F flings 6, and L 1 (it is sometimes customary, however, for the 
winner of the preceding games to have the first throw in the next) ; 
F moves 1 from 12 b., and 1 from 8 to 7 w., forming the bar-point. 


INSTRUCTIONS. 


377 


L 5, 1.]—1 from 12 w. to 7 b. 

F 4, 2.]—1 from 8 w. to 4 w., and 1 from 6 w. to ditto, making 
quatre-point in table. • 

L 5, 2.]—1 from 1 w. to 8 w., taking man. 

F 3, 1.]—Enters at 3, plays to 4 b. 

L 2s., ds.]—2 from 6 b. to 4 b. (capturing man), and 2 from 22 
w. to 11 b. 

F 5, 3.]—Enters 3, and tlie 5 from 12 b. to 8 w., taking up blot. 
L 4, 3.]—Enters 3, and other from 11 b. to 7 b., securing bar. 

F 4, 6.]—1 to 5 b., thence to 11 b., again hitting blot. 

L 6s., ds.]—Cannot enter, quiescent if not content, no movement. 
F 2s., ds.]—1 from 1 b. to 3 b., covering man, and 1 from 12 b. 
to 7 w. 

L 6, 1.]—Enters 1, plays other from 3 w. to 9 w. 

F 4, 1.]—1 from 11 b. to 9 w., taking man. 

L 5s., ds.]—Enter 5, 2 from 12 w. to 8 b., and 1 from 5 w. to 

10 w. 

F 5, 4.]—2 from 12 b. to 9 and 8 w. 

L 2s., ds.]—2 from 1 w. to 5 w. 

F 6, 2.]—1 from 3 b. to 11 b. 

L 2s., ds.]—1 from 10 w. to 11 b. (capturing man in the pro¬ 
gress), thence to 7 b. 

F 4, 3.]—Enters 3, 1 from 6 w. to 2 w. 

L 5, 2.]—1 from 8 b. to 1 b. 

F 4s., ds.]—2 from 7 w. to 3 w., and 2 from 6 w. to 2 w. 

L 3, 1.]—1 from 8 b., and from 6 b. to cinque-point. 

F 5, 1.]—1 from 9 w. to 4 w., and 1 from 9 to 8 w. 

L 5, 1.]—1 from 7 b. to 1 b. 

F 2, 1.]—1 from 8 w. to 6 w., 1 from 4 w. to 3 w. 

L 3, 2.]—2 from 4 b. to 1 and 2 b. 

F 6, 2.]— 1 from 3 to 11 b. 

L 5, 1.]—1 from 8 b. to 3 b., taking man, thenco to 2 b., only 2 
points vacant. 

F 4, 1.]—Enters 4, 1 from 11 b. to 12 b. 

L 5, 2.]—2 from 8 to 3 and 6 b. 

F 4, 1.]—1 from 4 to 9 b. 

L 6, 4.]—2 from 7 to 3 and 1 b. 

F Is., ds.]—1 from 9 to 12 b., and 1 from 7 to 6 w. 

L 4s., ds.]—2 from 5 to 9 w., 2 from 6 to 2 b. 

F 6, 3.]—2 from 12 b. to 7 and 10 w. 


373 


BACKGAMMON. 


L 5, 4.]—2 from 9 w. to 12 and 11 b.; the men have all passed, 
so no further collision—no captures can take place. 

F 6, 5.]—1 from 10 to 4, and 1 from 8 to 3 w. 

L 5, 1.]—1 from 11 to 6, and 1 from 12 to 11 b. 

F 4, 3.]—1 from 8 to 5, and 1 from 7 to 3 w., all the men at home. 
L 4, 3.]—1 from 11 to 4 b., all at home. 

F 5, 4.]—Takes one man from those points, 5 and 4. 

L 5, 4.]—Ditto, ditto. 

F 6, 3.]—Men from points. 

L 2, 1.]— Ditto. 

F 6, 3.]—Ditto. 

L 4, 3.]—Takes off from 3, plays up the 4 from 6 to 2 w. 

F 5s., ds.]—Plays up 1 from 6 to 1, takes off 2 from 4, and 1 
from 3 points. 

L 5, 2.]—Men from points. 

F 3, 2.]—Ditto. 

L 6, 5.]—1 from 6, other from 3. 

F 6, 2.]—1 from 3 and 1 from 2. 

L 4s., ds.]—3 from 2 and 1 from 1. 

F 5s., ds.]—2 off; F wins a hit. 


TECHNICAL TERMS OF THE GAME. 

The terms used for the numbers on the dice are : 1, ace; 2, deuce; 
3, trois, or tray; 4, quatre; 5, cinque; 6, six. 

Doublets. —Two dice with the faces bearing the same number of 
pips, as two aces, two sixes, etc. 

Bearing your Men. —Removing them from the table. 

Hit. —To remove all your men before your adversary has done so. 

Blot.—A. single man upon a point. 

Home. —Your inner table. 

Gammon. —Two points won out of the three constituting the 
game. 

Bade gammon. —The entire game won. 

Men. —The draughts used in the game. 

Making Points. —Winning hits. 

Getting Home. —Bringing your men from your opponent’s tables 
into your own. 


HINTS-OBSERVATIONS-CAUTIONS. 


379 


To Enter .—Is to place your man again on the board after he has 
been excluded by reason of a point being already full. 

Bar .—The division between the boxes. 

Bar-point .—That next the bar. 

HINTS, OBSEKVATIONS AND CAUTIONS. 

1. By the directions given to play for a gammon, you are volun¬ 
tarily to make some blots, the odds being in your favor that they 
are not hit; but, should that so happen, in such case you will have 
three men in your adversary’s table; you must then endeavor to 
secure your adversary’s cinque, quatre or trois point, to prevent a 
gammon, and must be very cautious how you suffer him to take up 
a fourth man. 

2. Take care not to crowd your game—that is, putting many 
men either upon your trois or deuce point in your own table— 
which is, in effect, losing those men by not having them to play. 
Besides, by crowding your game, you are often gammoned; as, 
when your adversary finds your game open, by being crowded in 
your own table, he may then play as he thinks fit. 

3. By referring to the calculations, you may know the odds of 
entering a single man upon any certain number of points, and play 
your game accordingly. 

4. If you are obliged to leave a blot, by having recourse to the 
calculations for hitting it, you will find the chances for and against 
you. 

5. You will also find the odds for and against being hit by double 
dice, and consequently can choose a method of play most to your 
advantage. 

6. If it be necessary to make a run, in order to win a hit, and 
you would know who is forwardest, begin reckoning how many 
points you have to bring home to the six point in your table the 
man that is at the greatest distance, and do the like by every othei 
man abroad ; when the numbers are summed up, add for those al 
ready on your own tables (supposing the men that were abroad 
as on your sixth point for bearing), namely, six for every man on 
the six, and so on respectively for each ; five, four, three, two, oi 
one, for every man, according to the points on which they are situ¬ 
ated. Do the like to your adversary’s game, and then you will 
know which of you is forwardest and likeliest to win the hit. 


330 


BACKGAMMON. 


DIRECTIONS FOR A LEARNER TO BEAR HIS MEN. 

1. If your adversary be great before you, never play a man from 
your quatre, trois or deuce points in order to bear that man from 
the point where you put it, because nothing but high doublets can 
give you any chance for the hit; therefore, instead of playing an 
ace or a deuce from any of the aforesaid points, always play them 
from your highest point, by which means, throwing two fives, or 
two fours, will, upon having eased your six and cinque points, be of 
great advantage ; whereas, had your six point remained loaded, 
you must, perhaps, be obliged to play at length those fives and 
fours. 

2. Whenever you have taken up two of your adversary’s men, 
and happen to have two, three or more points made in your own 
table, never fail spreading your men, either to take a new point in 
table or to hit the man your adversary may happen to enter. As 
soon as he enters one, compare his game with yours, and if you find 
your game equal, or better, take the man if you can, because it is 
twenty-five to eleven against his hitting you, which, being so much 
in your favor, you ought always to run that risk when you have al¬ 
ready two of his men up, except you play for a single hit only. 

3. Never be deterred from taking up any one man of your adver¬ 
sary by the apprehension of being hit with double dice, because the 
fairest probability is five to one against him. 

4. If you should happen to have five points in your table, and to 
have taken one of your adversary’s men, and are obliged to leave a 
blot out of your table, rather leave it upon doublets than any other, 
because doublets are thirty-five to one against his hitting you, and 
any other chance is but seventeen to one against him. 

5. Two of your adversary’s men in your table are better for a 
hit than any greater number, provided your game be the forward- 
est; because having three or more men in your table gives him 
more chances to hit you than if he had only two men. 

6. If you are to leave a blot upon entering a man on your adver 
sary’s table, and have your choiee where, always choose that point 
which is the most disadvantageous to him. To illustrate this: sup¬ 
pose it is his interest to hit or take you up as soon as you enter; in 
that case leave the blot upon his lowest point, that is to say, upon 
his deuce rather than upon his trois, and so on, because all the men 


THE LAWS OF BACKGAMMON. 


381 


your adversary plays upon his trois or deuce points are, in a great 
measure, out of play, these men not having it in their power to make 
his cinque point, and, consequently, his game will be crowded there 
and open elsewhere, whereby you will be able also much to annoy 
him. 

7. Prevent your adversary from bearing his men to the greatest 
advantage when you are running to save a gammon. Suppose you 
should have two men upon his ace point and several others abroad; 
though you should lose one point or two, in putting the men into 
your table, yet it is your interest to leave a man upon the adver¬ 
sary’s ace point, which will prevent him bearing his men to the 
greatest advantage, and will also give you the chance of his making 
a blot that you may hit; but if, upon calculation, you find you have 
a throw, or a probability of saving your gammon, never wait for a 
blot, because the odds are greatly against hitting it. 

THE LAWS OF BACKGAMMON. 

1. If you take a man or men from any point, that man or men 
must be played. 

2. You are not understood to have played any man till it is placed 
upon a point and quitted. 

3. If you play with fourteen men only, there is no penalty at¬ 
tending it, because, with a lesser number, you play at a disadvan¬ 
tage, by not having the additional man to make up your tables. 

4. If, while you are bearing your men, one of your men should 
be hit, such man must be entered in your adversary’s table and 
brought home, before you can bear any more men. 

5. If you have mistaken your throw, and played it, and your ad¬ 
versary has thrown, it is not in your power or his choice to alter it, 
unless both parties agree. 

6. If a player bear off a man or men, before he has brought all 
his own men homo, the men thus borne off must be placed upon the 
bar, as men captured to be re-entered in the adversary’s table. 

FURTHER RULES AND HINTS. 

It is very difficult to lay down rules to provide for circumstances 
contingent upon chance, but it is essential to point out how, at the 
commencement of the game , the throws may be rendered most avail¬ 
able. 


382 


BACKGAMMON. 


The best throw is double aces, which should be played two on the 
bar and two on the cinque point; the antagonist then cannot escape 
with either a quatre, cinque or six throw; and if fortune enable you 
to fill up your quatre point also, he may find it as hard to get out as 
did Sterne’s starling. (See G-ame I., page 374.) 

The next best is sixes, for the two bar-points may be occupied, 
and it may hap that the adversary becomes barred in or out, as were 
schoolmasters before they were so much abroad. 

The third best is trois ace, which completes the cinque point in 
your table. 

Quatre, deuce, cinque, trois, and six quatre form respectively the 
quatre, trois, and deuce points in your table. 

Six ace must be played to gain footing at the bar, that being a 
point well adapted for successfully waging this noisy warfare. 

Double trois, take a double jump to the same station. 

When double deuces are flung, they must be played two on your 
table’s quatre point, and two from the five men in the far corner on 
the hostile side. 

Double fours from the same array of five to the quatre points at 
home. 

Double fives in like order to the trois. 

Six deuce—one of the twins in the enemy’s camp as far as he 
will go. 

Six trois—from the same. 

Cinque quatre—from the same to the same. 

Cinque deuce—two men from the cornered five before mentioned. 

Cinque ace (a vile throw)—perhaps the best, because the boldest, 
play is one man on your cinque point, another to the point adjoining 
the bar. 

Quatre trois—two men from the extreme five ready to form points 
next throw —fortund juvante- 

Quatre ace—from the five to the fifth point thence. 

Trois deuce—the same, or spread in preparation for seats at your 
table. 

Deuce ace —ad libitum, as you like it. 

Six cinque enables one of the men in the adversary’s table, with 
two bounds, to join his fellow’s, eleven degrees distant. 

These may be called the Backgammon tactics for the opening of 
the campaign. We give now instructions to apply to the progress 
of the warfare. As we are using martial terms, and assuming 


FURTHER RULES AND HINTS. 


383 


authority, we will take the opportunity to generalize, and do it in 
these: 

When the numbers flung are not available to make points, let 
them make preparations for points ; spread the men so that you may 
hope gallantly to carry your point the next throw ; but this should 
only be done when the adverse table affords facilities for entering. 

If it appear unadvisable to spread your men, endeavor to get away 
with one or both from the adversary’s table—steal a march, which is 
a lawful theft. 

When compelled to leave a blot, leave it not uncared for, but 
“ cover your man” as well, and as soon, and as perfectly as you can. 

Linger not in the enemy’s intrenchments, or retreat may be cut 
off; whenever the bar-point and two points in the table are occu¬ 
pied, be assured that— 

“ Time, the churl, has beckoned, 

And you must away, away.”. 

Be over-bold rather than over-wary ; more games are lost by ex¬ 
cess of caution than by extremity of rashness— 

“ For desperate valor oft makes good, 

Even by its daring, venture rude, 

Where prudence would have failed.” 

If retreat from the hostile lines be hopeless, scruple not to leave 
blots to be taken ; four men, especially on forward points, will 
sorely annoy your adversary and render his home uncomfortable. 

Avoid, if possible, breaking up the six or cinque-points in your 
table towards the close of the game, or if you capture the foe you 
cannot detain him long; he must soon fling one of those numbers, 
and, like the gazelle, “ exulting, still may bound,” to a safer 
locality. 

Eschew many men on one point—five or more (perhaps four) are 
called a long string, and long strings may be all very well in the 
matter of titles, kites, or pearls, but at Backgammon they are neither 
, useful nor graceful. 

If you have two or three captives, and an indifferently furnished 
home, hurry your men forward ; bear them in whenever you may, 
not as “ single spies, but in battalionstruss up every possible 
point; keep the enemy out, or be prepared to hit any single man, 
and expel him should he enter. 

If the course of the dice, like that of another well-known course, 
‘•run not smooth,” and you are compelled, when in possession of 


384 


BACKGAMMON. 


captive, to leave a blot away from home, leave it, if possible, so that 
it necessitates doublets for the adversary to enter and hit you at one 
throw. 

When running to avoid a gammon, and having two men on the 
enemy’s ace point, move any of their fellows rather than them. 

It is frequently good play to take a man and leave a blot, “ a poor 
thing of your own,” in the place, if the antagonist’s power cannot 
re-hit you, except with double dice, for it is five to one against his 
effecting such a consummation. 

Avoid crowding your game ; avoid, especially, having many men 
on the trois or deuce stations at home, for such men are pent up, so 
as to be moveless, and the struggle must be carried on by stragglers, 
perhaps at a distance, certainly to a disadvantage. 

Hoyle gives the following 

RULES FOR PLAYING 

AT SETTING OUT ALE THE THROWS ON THE DICE WHEN THE PLAYER 
IS TO PLAY FOR A GAMMON OR FOR A SINGLE HIT. 

The Rules marked thus (f) are for a gammon only ; those marked 
thus (*) are for a hit only. 

1. Two aces are to be played on the cinque point and bar-point 
for a gammon or for a hit. 

2. Two sixes to be played on the adversary’s bar-point and on 
the thrower’s bar-point for a gammon or for a hit. 

3. fTwo trois to be played on the cinque point, and the other 
two on the trois point in his own tables, for a gammon only. 

4. fTwo deuces to be played on the quatre point, in his own 
tables, and two to be brought over from the five men placed in the 
adversary’s tables, for a gammon only. 

5. fTwo fours to be brought over from the five men placed in 
the adversary’s tables, and to be put upon the cinque point in his 
own tables, for a gammon only. 

6. Two fives to be brought over from the five men placed in the 
adversary’s tables, and to be put on the trois point in his own tables, 
for a gammon or for a hit. 

7. Six ace—he must take his bar-point for a gammon or for a hit. 

8 Six deuce—a man to be brought from the five men placed in 


KULES EOR PLAYING. 


385 


the adversary’s tables, and to be placed in the cinque point in his 
own tables, for a gammon or for a hit. 

9. Six and three—a man to be brought from the adversary’s ace 
point, as far as he will go, for a gammon or for a hit. 

10. Six and four—a man to be brought from the adversary’s ace 
point, as far as he will go, for a gammon or for a hit. 

11. Six and five—a man to be carried from the adversary’s ace 
point, as far as he can go, for a gammon or for a hit. 

12. Cinque and quatre—a man to be carried from the adversary’s 
ace point, as far as he can go, for a gammon or for a hit. 

13. Cinque trois—to make the trois point in his table, for a gam¬ 
mon or for a hit. 

14. Cinque deuce—to play two men from the five placed in the 
adversary’s tables, for a gammon or for a hit. 

15. f Cinque ace—to bring one man from the five placed in the ad¬ 
versary’s tables for the cinque, and to play one man down on the 
cinque point in his own tables for the ace, for a gammon only. 

16. Quatre trois—two men to be brought from the five placed in 
the adversary’s tables, for a gammon or for a hit. 

17. Quatre deuce—to make the quatre point in his own tables, for 
a gammon or for a hit. 

18. f Quatre ace—to play a man from the five placed in the ad¬ 
versary’s tables for the quatre; and, for the ace, to play a man 
down upon the cinque point in his own tables, for a gammon only. 

19. f Trois deuce—two men to be brought from the five placed in 
the adversary’s tables, for a gammon only. 

20. Trois ace—to make the cinque point in his own tables, for a 
gammon or for a hit. 

21. f Deuce ace—to play one man from the five men placed in the 
adversary’s table for the deuce; and, for the ace, to play a man 
down upon the cinque point in his own tables. 

22. *Two trois—two of them to be played on the cinque point in 
his own tables, and with the other two he is to take the quatre point 
in the adversary’s tables. 

23. *Two deuces—two of them are to be played on the quatre 
point in his own tables, and with the other two he is to take the 
trois point in the adversary’s tables. By playing these two cases 
in this manner, the player avoids being shut up in the adversary’s 
tables, and has the chance of throwing out the tables to win the 
hit. 


17 


38 G 


BACKGAMMON. 


24. *Two fours—two of them are to take the cinque point in the 
adversary’s tables, and for the other two, two men are to be brought 
from the five placed in the adversary’s tables. 

25. * Cinque ace—the cinque should be played from the five men 
placed in the adversary’s tables, and the ace from the adversary’s 
uce point. 

26. * Quatre ace—the quatre to be played from the five men placed 
in the adversary’s tables, and the ace from the adversary’s ace point. 

27. *Deuce ace—the deuce to be played from the five men placed 
in the adversary’s tables, and the ace from the adversary’s ace 
point. 

The last three chances are played in this manner ; because, an 
ace being laid down in the adversary’s tables, there is proba¬ 
bility of throwing deuce ace, trois deuce, quatre trois, or six cinque 
in two or three throws; either of which throws secures a point, and 
gives the player the best of the hit. 


CALCULATION OF CHANCES. 


It is necessary for the amateur (here we are quoting Hoyle, 
though not altogether verbatim et Literatim) to know how many 
throws, one with another, he may fling upon two dice. There are 
thirty-six chances on the two dice, and the points upon these thirty- 
six chances are as follows : 


2 

2 

2 

2 

2 

2 

6 

6 

6 

6 

6 


Aces 


4 

Deuces . 


8 

Trois 


12 

Fours 


16 

Fives 


20 

Sixes 


24 

and 5 twice . 


22 

«nd 4 twice . 


20 

and 3 twice . 


18 

and 2 twice . 


16 

and 1 twice . 


14 


5 and 4 twice . . 18 

5 and 3 twice . • 16 

5 and 2 twice . . 14 

5 and 1 twice . . 12 

4 and 3 twice . . 14 

4 and 2 twice . . 12 

4 and 1 twice , . 10 

3 and 2 twice . . 10 

3 and 1 twice . . 8 

2 and 1 twice . . 6 


Divide by 36) 294 (8 
288 


6 








CALCULATION OF CHANCES. 


387 


The number 294, divided by 36, gives 8 as the product, with a 
remainder of 6. It follows, therefore, that, one throw with another, 
the player may expect to throw 8 at every fling of two dice. 

The chances upon two dice, calculated for Backgammon, are aa 
follows : 


Sixes 


1 

5 and 4 twice 

2 

Fives 


1 

5 and 3 twice 

2 

Fours 


1 

5 and 2 twice . 

2 

Trois 


1 

f5 and 1 twice 

2 

Deuces 


1 

4 and 3 twice 

2 

Aces 


1 

4 and 2 twice 

2 

and 5 twice 


2 

f4 and 1 twice 

2 

and 4 twice 


2 

3 and 2 twice 

2 

and 3 twice 


2 

f3 and 1 twice 

2 

and 2 twice 


2 

f2 and 1 twice 

2 

and 1 twice 

' 

2 


— 


36 


As it may seem difficult to find out, by this table of thirty-six 
chances, what are the odds of being hit upon a certain or flat die, 
let the following method be pursued. 

The player may observe in the above table that what are thus 
marked (f) are 


f 2 Aces 

1 

f 4 and 1 twice 

2 

f 6 and 1 twice 

2 

f 3 and 1 twice 

2 

f 5 and 1 twice 

2 

f 2 and 1 twice 

2 



Total . 

.’ 11 



Which deducted from 

36 



There remain 

25 


So that it appears it is twenty-five to eleven against hitting an ace 
upon a certain or flat die. 

The above method holds good with respect to any other flat die. 
For example, what are the odds of entering a man upon the points 
1, 2, 3, 4, or 5 1 

Here comes Hoyle with a ready answer, saving the reader about 
six months’ severe study of that delectable science called the doc¬ 
trine of chances. 










388 


BACKGAMMON. 


To enter it upon 

1 point i 

2 

3 

4 “ 

5 “ 


For. Against. 

11 to 25, 
20 “ 16 
27 “ 9 

32 “ 4 

35 “ 1 


For. Against, 
about 4 to 9 

“ 5 “ 4 

“ 3 “ 1 

“ 8 “ 1 

“ 35 “ 1 


Again, the following table shows the odds of hitting with any 
chance in the form of a single die. 


To hit upon 

For. 


Against. 


For. 

Against. 

1 is 

11 

to 

25, or 

about 

4 

to 9 

2 “ 

12 

4 4 

24 

44 

1 

“ 2 

3 “ 

14 

44 

22 

44 

2 

“ 3 

4 “ 

15 

44 

21 

44 

5 

“ 7 

5 “ 

15 

44 

21 

44 

5 

“ 7 

6 “ 

17 

44 

19 

44 

8i 

“ 9h 


The odds of hitting with double dice are calculated as follows ; 

To hit upon For. Against. For. Against. 


7 

is 

6 

to 

30, 

or about 

1 

to 

5 

8 

44 

6 

44 

30 

44 

1 

44 

5 

9 

44 

5 

44 

31 

44 

1 

44 

6 

10 

44 

3 

44 

33 

44 

1 

44 

11 

11 

44 

2 

44 

34 

44 

1 

44 

17 

12 

44 

1 

44 

36 

44 

1 

44 

36 


To carry these calculations still further, the odds in a table of 
thirty-six chances, of hitting upon a six are— 


2 Sixes . . . 1 

2 Trois . . . 1 

2 Deuces . . . 1 

6 and 5 twice . . 2 

6 and 4 twice . . 2 

6 and 3 twice . . 2 

6 and 2 twice . . 2 

6 and 1 twice . . 2 


5 and 1 twice . . 2 
4 and 2 twice . . 2 

17 

Which deducted from 36 
There remain. . 19 


By which it appears to be 19 to 17 against being hit upon a six. 
The odds on the hits are— 


2 Love is about . 5 to 2 
2 to 1 is . . 2 1 


1 Love is 


3 to 2 




CALCULATION OF CHANCES. 


389 


The following is given as the plan upon which a player may cal¬ 
culate the odds of saving or winning the gammon : 

Suppose the adversary has so many men abroad as require three 
throws to put them into his tables, and at the same time that the 
player’s tables are made up, and that he has taken up one of the 
adversary’s men; in this case it is about an equal wager that the 
adversary is gammoned. For in all probability the player has 
borne two men before he opens his tables, and when he bears the 
third man, he will be obliged to open his six or cinque point. It is 
then probable that the adversary is obliged to throw twice before he 
enters his men in the player’s tables, twice more before he puts that 
man into his own tables, and three throws more to put the men 
which are abroad into his own tables; in all, seven throws. Now, 
the player having twelve men to bear, he may be forced to make an 
ace or a deuce twice before he can bear all his men, and con¬ 
sequently will require seven throws in bearing them ; so that, upon 
the whole, it is about equal whether the adversary is gammoned or 
not. 

Again : suppose you have three men upon your adversary’s ace 
point, and five in your tables; and that your adversary has all his 
men in his tables, three upon each of his five highest points : What 
is the probability of his gammoning you or not ?—Of course the 
probability of a player being “ gammoned” depends greatly on the 
verdant state of his optic orb ; but in our games the chances are— 


For his bearing 3 men from ,his 6 point, . 

18 

tt tt 

from his 5 point, . 

15 

tt it 

from his 4 point, . 

12 

tt tt 

from his 3 point.; . 

9 

tt tt 

from his 2 point, . 

6 

Total 

. 

60 

To bring your three men 

from your adversary’s ace 


point, to your six point in 

your tables, being for each 


18 points, makes in all 

. 

54 

The remainder is .... 

6 


And besides the six points in your favor, there is a further con¬ 
sideration to be added for you, which is, that your adversary may 
make one or two blots in bearing, as is frequently the case. It is 



390 


BACKGAMMON. 


clear, by this calculation, that you have much the better of the 
probability of saving your gammon— i. e., your bacon. 

This case is supposed upon an equality of throwing. 

Yet again: suppose you leave two blots, neither of which can be 
hit but by double dice ; to hit the one that cast must be eight, and 
to hit the other it must be nine; by which means your adversary 
has only one die to hit either of them. 

What are the odds of his hitting either of these blots ? 

The chances on two dice are, in all, 36. 


The chances to hit 8 are, 6 and 2 twice .... 2 

“ “ 5 and 3 twice .... 2 

“ “ 2 Deuces.1 

“ “ 2 Fours . . . . . 1 

The chances to hit 9 are, 6 and 3 twice .... 2 

“ “ 5 and 4 twice . . . . 2 

“ “ 2 Trois.1 

Total chances for hitting . . . . .11 

Remaining chances for not hitting ... 25 


So that it is 25 to 11 that he will not hit either of those blots. 

Yet one more example, as quoted by Mr. Carleton, from Hoyle : 

Let us suppose the player to leave two other blots which cannot 
be hit except by double dice, the one must be hit by eight and the 
other by seven. What are the odds on your adversary hitting 
either of these blots—the chances on the dice being 36 ? 


The chances to hit 8 are, 6 and 2 twice .... 2 

“ “ 5 and 3 twice .... 2 

“ “ 2 Fours.1 

“ “ 2 Deuces ..... 1 

The chances to hit 7 are, 6 and 1 twice .... 2 

“ “ 5 and 2 twice .... 2 

“ “ 4 and 3 twice .... 2 

Total chances for hitting.12 

Remaining chances for not hitting ... 24 


It is, therefore, two to one that you are not hit. 










A CASE OF CURIOSITY.-A BACK GAME. 


391 


The like method is to be taken with three, four, or five blots upon 
double dice; or with blots made upon double and single dice at the 
same time; you are then only to find out (by the table of 36 chances) 
how many there are to hit any of those blots, and add all together in 
one sum, which substract from the number of 36, which is the whole 
of the chances upon two dice—so doing resolves any question 
required. 

A CASE OF CURIOSITY AND INSTRUCTION. 

In the following case is shown the probability of making the hit 
last by one of the players for many hours, although they shall both 
play as fast as usual. Suppose B to have borne thirteen men, and 
that A has his fifteen men in B’s tables, viz., three men upon his six 
point, as many upon his cinque point, three upon his quatre point, 
the same number upon histrois point, two upon his deuce point, and 
one upon his ace point. A, in this situation, can prolong it, as 
aforesaid, by bringing his fifteen men home, always securing six 
close points till B has entered his two men, and brought them upon 
any certain point; as soon as B has gained that point, A will open 
an ace, deuce, or trois point, or all of them; which done, B hits one 
of them, and A, taking care to have two or three men in B’s tables, 
is ready to hit that man ; and also he, being certain of taking up the 
other man, has it in his power to prolong the hit almost to any 
length, provided he takes care not to open such points as two fours, 
two fives, or two sixes, but always to open the ace, deuce, or trois 
points, for B to hit him. 

A BACK GAME. 

Suppose A to have five men placed upon his six point, five men 
upon his quatre point, and five men upon his deuce point, all in his 
own tables. 

And suppose B to have three men placed upon A’s ace point, 
three men upon A’s trois point, and three men upon A’s cinque 
point; let B also have three men upon his six point in his own 
tables, and three men placed out of his tables, in the usual manner : 

Who has the better of the hit ? 

It is an equal game; but to play it critically, the difficulty lies 
upon B, who is, in the first place, to endeavor to gain his cinque 
and quatre points in his own tables ; and when that is effected, he 


392 


RUSSIAN BACKGAMMON. 


is to play two men from A’s cinque point, in order to oblige bis 
adversary to blot, by throwing an ace, which if B hits, he will have 
the fairest probability of winning the hit. 

These cases might be multiplied ad infinitum; but enough has 
been said, we think, to enable the tyro to make himself, by n little 
study, a first-rate player at Backgammon. 


RUSSIAN BACKGAMMON. 

This is a very pleasing game, and is preferred, at many firesides, 
to that which we have just described. Though played on the same 
board, with the same number of men, and the moves governed by 
throws of the dice in the same manner, it differs in some respects 
from that game. Instead of placing the men before commencing 
the game, as represented in the diagram on page 371, they are en¬ 
tered by throws of the dice, both players entering in the same table , 
which may be that at the left hand of either player; and both move 
in the same direction around the board to the opposite table. Thus, 
supposing the entering table to be white’s koine (see diagram, p. 
371), the moves would be through white’s outer and black’s outer 
tables to black’s home . 

The first entry is determined by each throwing two dice, which 
may be adopted for that entry, or another throw made. The men 
are placed on the points of the entering table according to the num¬ 
bers of the dice thrown, one man only for each number, except in 
the case of doublets. When either player has his men all entered, 
he may commence moving them, in the direction already stated, 
to the opposite table, or home; but no move can be made by a 
player until all his men are entered. The player who first bears 
all his men from the board wins. It may be a Gammon, Backgam¬ 
mon, or Hit, the same as in the game of Backgammon. 

The same rules apply as in the preceding game, to bearing the men 
after they are brought home, and also to men hit, which must be sent 
back to the entering table, and re-entered as at the commencement 
of the game. Blots occurring in the entering table, while entering the 
men, are under the same rule as after the moves commence. Thus, 
if one player throws six deuce, he enters one man on each of those 
points; the other, throwing six ace, would take up the six, placing 
his own man on that point, and enter one on the ace point. 



RUSSIAN BACKGAMMON. 


393 


A peculiarity of this game is, that the player who is so fortunate 
as to throw doublets is entitled not only to four moves of the num¬ 
ber thrown, but also to four moves of the number on the opposite 
side of the dice, and another throw of the dice in addition. Thus, 
if, in commencing the game, he throw double sixes, he would place 
four men on the six point, four on the ace point, and throw again-, 
if then he throw double deuces, he would place four on the deuce 
point, the remaining three on the cinque point, and move one man 
five points on its course home, having still another throw left. In 
such a case as this, the adversary would have only two points open 
on which to enter his men; and most likely, before he succeeded in 
getting them all entered, the first player would have his men re 
moyed from the entering table, and well advanced on the march. 

But in order to give a player the four additional moves by his 
doublets, he must be able first to complete those of the number 
thrown; and he will not be allowed another throw, unless he can 
move all the points to which he is entitled. For example, if he 
throw trois doublets, he must first move his four trois points ; then he 
will have the right to move four quatre points; and if he succeed in 
this, he may throw again. If he cannot do it, that is his misfortune. 

As both players move in the same direction, it would seem to the 
inexperienced player that he who has his men first entered, and 
gains the start in the movement toward home, must have a decided 
advantage over his adversary. But this apparent advantage is de¬ 
ceptive; because he who is in the rear has the chance of hitting 
blots, and thus retarding his opponent’s game, which the other has 
not; and it requires much skill and caution in him who has the ad¬ 
vance to save his men, and carry them safely through. His object 
is to secure as many successive points as possible, so that his ad¬ 
versary will be unable either to pass or hit any of his men. As 
long as he can keep six successive points covered, and leave no 
blots behind, he is perfectly safe; but as soon as he breaks up this 
barrier, the player in the rear gains the advantage. 

The varying chances which doublets give the player in this 
game render it very interesting, and sometimes quite exciting; for 
it frequently happens that they suddenly reverse the fortunes, and 
enable one to win the game when otherwise it would seem hopeless. 

The Russian Game is easily learned, especially by any one 
familiar with Backgammon; all the calculations of chances on the 
dice, etc., applying equally well to this as to that game. 

17 * 


394 


DOMINOES. 


DOMINOES. 

Dominoes are pieces of ivory or bone, generally with ebony 
backs. On the face of each piece there are two compartments, in 
each of which there is found either a blank, or black pits, from one 
to six. These are called, according to the numbers shown, double 
blank, blank ace, blank deuce, blank trey, blank four, blank five, 
blank six; double ace, ace deuce, ace trey, ace four, ace five, 
ace six; double deuce, deuce trey, deuce four, deuce five, deuce six ; 
double trey, trey four, trey five, trey six; double four, four five, four 
six; double five, five six; and double six—being twenty-eight in 
all. They are shuffled on the table with their backs up, and each 
player draws at random the number that the game requires. There 
are various games; but those principally played are the Block, 
Draw, Muggins, and Bergen. The pieces are played one at a time, 
and each piece to be played must match the end of a piece that does 
not join any other. 


BLOCK GAME. 

Each player draws seven from the pool. The highest double 
leads in the first hand, and, after that, each player leads alternately 
until the end of the game. If a player cannot play, the next plays. 
If neither can play the set is blocked, and they count the number of 
spots on the pieces each still holds. Whoever has the lowest num¬ 
ber of spots adds to his count the number held by his opponents. 
If there are two with the same number of spots, and they are lower 
than their opponents, there is no count. If any one is able to play 
his last piece while his opponents hold theirs, he cries “Domino,” 
and wins the hand, and adds to his count the number of spots the 
rest hold. The number required to win the game is one hundred, 
but it may be made less by agreement. 


BLOCK GAME.-DRAW GAME.-MUGGINS. 395 

DRAW GAME. 

Each player draws seven as in the block game, and the game is 
subject to the same rules as block, except when a player cannot 
play he is obliged to draw from the pool until he can play, or has 
exhausted the stock of pieces. 

The player may draw as many pieces as he pleases. He must 
draw until he can match. After a lead has been made, there is no 
abridgment to this right. Many persons confound the Draw 
Game with Muggins and the Bergen Game, and in those games 
the rule is different, as follows:—When a player can play, he is 
obliged to. The object of drawing is to enable him to play. 
Haying drawn the required piece, the rule to play remains impera¬ 
tive as before. The Draw Game is, however, based upon the una¬ 
bridged right to draw, and is known as a distinctive game by this 
privilege only. 

MUGGINS. 

Each player draws five pieces. The highest double leads, after 
that they lead alternately. The count is made by fives. If the one 
who leads can put down any denomino containing spots that amount 
to five or ten, as the double five, six four, five blank, trey deuce, 
etc., he counts that number to his score in the game. In matching, 
if a piece can be put down so as to make five, ten, fifteen, or 
twenty, by adding the spots contained on both ends of the row, it 
counts to the score of the one setting it. Thus a trey being at one 
end, and a five being at the other, the next player in order putting 
down a deuce five, would score five ; or if double trey was at one 


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end, and a player was successful in playing so as to get double 
deuce at the other end, it would score ten for him. A double six 
being at one end, and a four at the other, if the next player set 















396 


DOMINOES. 


down a double four, he counts twenty—double six = 12 + double 
four = 8 == 20. If a player cannot match he draws from the pool, 
the same as in the draw game, until he gets the piece required to 
match either end, or exhausts the pool. As in the draw or block 
game, the one who plays his last piece first, adds to his count the 
spots his opponents have ; and the same if he gains them when the 
game is blocked, by having the lowest count. But the sum thus 
added to the score ’is some multiple of five nearest the actual 
amount. Thus if his opponents have twenty spots, and he has 
nineteen, he adds twenty to his score. If they have twenty-two 
he adds twenty, because that is the nearest multiple of five; but if 
they have twenty-three he would add twenty-five, twenty-three 
being nearer that than to twenty. The number of the game is two 
hundred, if two play; but one hundred and fifty, if there be three 
or m6re players. 


BERGEN GAME. 

Each player draws six pieces from the pool. The lowest double 
leads at the beginning, and is called a double-header. After that 
the parties lead alternately. If no one has a double when his turn 
comes to lead, he plays the lowest piece he has. When a player 
sets down a piece which makes the extremities of the line the same, 
it is called a double-header. If one of the extremities be a double, 
and the next player can lay a piece that will make the other extrem¬ 
ity of the same value, or if a double can be added to one end of a 
double-header, it makes a triple-header. The two aces in the an¬ 
nexed engraving show the double-header, and the d.ouble ace added 



shows the triple-header. If a player is not able to match from his 
hand, he draws one piece from the pool, and plays. If he is still not 
able to play, the next plays, or draws, and so on alternately. If 
domino is made, the one who makes it wins that hand. If it be 
blocked, they count, and the lowest wins; but if the lowest holds a 
double in his hand, and his opponent none, the opponent wins. Or if 















BOUNCE. 


397 


there be two with doubles, and one with none, the last wins. If there 
be a double in each hand, the lowest double wins. If there be more 
than one double in any one’s hand, and all have doubles, the one with 
the least number of doubles wins, without reference to the size of the 
double he holds. The game is ten when three or four play, and fif¬ 
teen when two. A hand won by either “ domino” or counting, scores 
one. A double-header, either led or made, counts two. A triple¬ 
header counts three. But when either party is within two of being 
out, a double-header or triple-header will count him but one, and if he 
be within three of being out a triple-header will count him but two. 

BOUNCE. 

This is a pleasant game, and from two to four may participate in 
it. The pieces rank from six to blank, and the doubles are the best 
of each suit, trump being superior to any other suit. The game 
begins by “ turning for trump,” and he who turns the highest dom¬ 
ino is trump-holder for that hand. The dominoes are then shuf¬ 
fled, and each player takes five pieces, when the player at the right 
of the trump-holder turns the trump, and the end of the piece hav¬ 
ing the greatest number of spots upon it becomes trump for that 
round. The players to the left of the trump-holder then announce 
in regular succession whether they will stand, discard their hand 
and take a dumby, or pass. When two or three play, six pieces 
constitute a dumby, but when four play there is only one dumby of 
seven pieces, and the eldest hand has the privilege of taking it. 
When all the players pass up to the trump-holder, the last player 
may elect to give the trump-holder a store of five points instead 
of standing or playing dumby. The trump-holder may, if he 
chooses, discard a weak piece and take in the trump turned, or he 
may discard his hand and take a dumby, provided there is one left; 
in which case he must abandon the trump turned. The player who 
takes a dumby must discard so as to leave only five pieces in his 
hand. After the first hand, the trump passes to the players at the 
left in succession. The game begins at fifteen, and is counted down 
until the score is “wiped out,” each trick counting one. The 
player who fails to take a trick with his hand is “ Rounced,” i. e., 
sent up five points. It is imperative that suit should be followed, 
and if in hand, trump led after trick as in Loo, but a player is not 
compelled to “ head,” i. e., take a trick, when he cannot follow suit. 


398 


BILLIARDS. 


BILLIARDS. 


This ingenious, instructive, useful, and fascinating pastime lias 
of late years become one of the most general and popular amuse¬ 
ments of our whole people. Eegardless of sex, age, or social posi¬ 
tion, it is participated in by all classes of society ; and besides the 
numerous public billiard rooms in all our larger cities and towns, 
no gentleman’s private residence is considered completely furnished 
unless it contains a billiard apartment and its accessories. 

The Game of Billiards is one of considerable antiquity, and 
its origin is claimed by various nations. It was probably sug¬ 
gested by bowls, or some like game, and was first played upon the 
ground, then upon raised platforms or tables, which were of differ¬ 
ent sizes, and oval, round, square, and oblong, in the various stages 
of their perfection. The French, to whom the early advancement 
of the game is mainly indebted, are not without evidence to sustain 
their claim to its invention; and the terms Bille , Carambolage, and 
many instances, aid in this conclusion. 

It was reserved for our own country, however, to perfect the ma 
chinery of the game of billiards, and reduce its manipulations to a 
practical science. This reformation has been effected during fifteen 
years just past by a few talented individuals; the master spirit of 
whom was, and still is, Michael Phelan, Esq., of New York City, 
who has devoted an active lifetime to the game, and whose exertions, 
either as a superior demonstrator, as an inventor and manufacturer, 
or in any capacity connected with the progress and betterment of the 
game, have gained him a reputation not confined to any country, 
but extending to nearly every portion of the civilized world. 

No higher compliment can be paid to Mr. Phelan than the state¬ 
ment of the fact that his standard work,* “ The Game of Bil¬ 
liards,” is the universally acknowledged authority, and that the 


* The Game op Billiards, by Michael Phelan. Seventh edition. Revised, enlarged, 
and richly embellished with numerous illustrations, including a steel plate Portrait of 
the author. New York: Dick & Fitzgerald, Ann Street. 186T. Price, $1.50. 

The Illustrated Hand-Book op Billiards. The American Game, by Michael 
Phelan. The French Game, by Claudius Berger. Handsomely illustrated. Socond 
edition, revised. New York; Dick & Fitzgerald, Ann Street. 1864, Price, 30 cents. 


THE MACHINERY OF THE GAME. 


399 


American Billiard Congress, which, met in this city in June, 1863, 
and was composed of all the prominent professional players in the 
United States, among other expressions in their favor, unanimously 
resolved, “That only Phelan &c Collender’s four pocket Stand¬ 
ard American Billiard Tables should be used in all future 
contests for the championship.” And further, these tables are now 
in use in all the prominent club rooms, hotels, billiard saloons, and 
in hundreds of private residences throughout the land, and in fact 
the continent, as well as in China, Japan, Sandwich Islands, and 
other distant countries. 

Our present article embraces a descriptive digest of Billiards; 
with the rules of The Four Ball American Game ; The Three 
Ball French Game ; Fifteen Ball Pool ; and Pin Pool ; 
which are the principal games played in the United States. The 
whole of this data, by permission of Messrs. Phelan & Collen- 
der, has been directly compiled from their standard works, to which 
we refer for full details on all matters appertaining to Billiards. 

THE MACHINERY OF THE GAME. 

The Billiard Table is so well known in this country, that an 
elaborate description of it is unnecessary. Its frame is generally 
made of rosewood, oak, or mahogany. Its surface or “ bed” is of 
marble or slate, and should be covered with green cloth of a very 
fine description. Its length is from ten to twelve feet, and its 
width exactly half its length. At its four corners, and in the middle 
of each side are pockets of netted silk for the reception of the 
balls.* 

The Cushions, composed of a combination of elastic substances 
surround the table on all sides, and like it are covered with cloth. 

The Cue is the instrument by which the balls are set in motion. 
It is a tapering ashen wand, from four feet six to five feet and a half 
in length, and is tipped with leather ; its weight should be about 
twice and a half that of the balls to be played with. The writer 

* Tho table adopted by the Billiard Congress, lias four pockets only; those on the sides, 
on account of their interference with the angles, in shots around the table, being dispensed 
with. These match tables are also of the full size; 6 by 12 feet; but a second size four 
pocket table 5£ by 11 feet, has within the last six months become very popular; and 
Kavanagh, Tieman, and other first class players, have adopted them in their rooms. There 
* is yet one smaller size, 5 by 10 feet, which is very convenient for private houses. 


400 


BILLIARDS. 


plays with a cue five feet two inches in length, and nine-sixteenths 
of an inch in diameter at the point. The cue is a most important 
part of billiard machinery. 

The Mace is a square fronted, boxwood head, which is fitted to 
an ash wand, about the same length, but only about one third the 
circumference of the cue, by which it was succeeded. It is now used 
principally by ladies and children, and for banking, when the balls 
are within the string. Each room has also a “ long” cue and mace, 
for reaching shots at the most remote portions of the table. 

The Balls should be made of the best ivory, and of the same size 
and weight. Those generally used in this country are two and 
three-eighths of an inch in diameter, and about seven ounces in 
weight. In the American game four balls are used—two white (one 
of which bears a spot as a distinctive mark), one a light and the other 
a deep red. 

The Best or Artificial Bridge is used when the player’s ball 
is too far away to admit of reaching it without this artificial aid. 
It is a wand of ash, the end of which is fixed in a flat cross-piece, 
having on its upper side three or four notches, in one of which the 
player rests his cue in playing, when, as above remarked, the 
position of the ball to be struck makes it impossible for him to form 
with his left hand the natural bridge. 

Chalk is applied to the leather end of the cue to prevent its 
slipping when it comes in contact with the ball, an accident which 
is technically termed a miscue. The chalk used for this purpose 
should be of the best quality. 


ATTITUDE IN PLAYING. 

The pupil should be especially careful to acquire a good attitude. 
This is the groundwork of his success as a player. If his attitude 
I be ungraceful—which means unnatural or strained—he may rest 
assured that his playing will be unreliable. Bad habits are easily 
acquired, but hard to be got rid of. 

The student’s attitude must, in the first place, be perfectly easy 
and natural. His left foot should be slightly advanced, in a 
straight line, the right drawn backwards and pointing outwards, to 
the extent and at the angle most familiar and convenient to the 
player. The left arm should be extended and supported on the 
table by the tips of the fingers and the junction of the palm and 


THE NATURAL BRIDGE. 


401 


wrist (which position of the hand constitutes the natural bridge). 
His body should be perfectly balanced, and should form an acute 
angle with the side of the table at which he stands. The tapering 
end of the cue should rest in the natural groove formed by the 
elevation of the thumb ; the thick end should be grasped in the 
right hand, loosely while being drawn back preparatory to the 
stroke, and firmly at the moment of contact with the ball. The cue 
should be held in a perfectly horizontal position, except in the case 
of some particular strokes which will be described in the proper 
place. Beginners should pay especial attention to this. It should 
be impelled chiefly by the fore-arm, while the body should remain 
perfectly steady, as the slightest swaying motion of it will give a 
false direction to the stroke. The speed of the cue, and not the 
weight of the body, gives strength to the stroke. 

THE NATURAL BRIDGE. 

As the making of a correct bridge is of paramount importance to 
the student, we will repeat the manner of its formation, though we 
have incidentally described it in treating of the general attitude 



The Natural Bridge is formed by placing the left hand on tne 
table, at about eight inches from the ball to be struck. It is rested 
upon the junction of the wrist and palm of the hand and the tips of 
the fingers, the knuckles forming the apex of a triangle, of which 
the fingers and the palm of the hand are the sides, the length of the 
base between the extremities of the fingers and the wrist to be deter 
mined by the convenience of the player. The thumb is firmly 
elevated at the side, and forms, with the fore-finger, a groove, in 
which the cue is made to work. The hand should be firmly pressed 
on the table to give solidity to the bridge. 












402 


BILLIARDS. 


THE GENERAL PRINCIPLES. 

The American Game unites the principles of all other kinds of 
games. It is counted by caroms and hazards.* 

THE CAROM. 

To make a carom, the player must cause his own ball to strike 
two or more balls in the same shot. 

When he strikes his adversary’s ball and either the light or dark 
red. he scores two. 

When he strikes the two red balls, or, in billiard phrase, carom,.* 
on them, he scores three. 


THE HAZARD. 

There are two sorts of hazards —winning and losing. 

A winning hazard is made by pocketing the adversary’s ball or 
either of the red balls. 

In the first case, the player scores two ; in the second, he scores 
three. 

When the player pockets his own ball, itis a LOSING hazard. If 
his ball is pocketed after having struck the white or adversary’s 
ball, two points are added to the adversary’s score. 

If the ball is pocketed after having struck either of the red balls, 
three points are added to the adversary’s score. 

If the ball be pocketed after having made a carom or winning 
hazard, the player cannot score the count he may have made. 

A. miss , or a failure on the part of the player to strike any other 
ball with his own, counts one for the opponent. 

Our pupil now stands before the table in a good attitude, his cue 
properly balanced and horizontally held, (except in the case of 
three particular strokes, which will be explained hereafter,) his 
bridge made in the proper manner, and the balls before him. His 
object now is to make as many caroms and winning hazards, and as 
few miscues and losing hazards, as possible. To perform the one 
and avoid the other, it is necessary to know how to strike his ball in 


* The Hazard has been ignored, in all match games, of late years; and in contests fox 
the championship, caroms only are scored. 



GENERAL PRINCIPLES. 


403 


such a manner as to produce the desired effect. The following are 
five of the principal cue-strokes : 

THE CENTRE STROKE. 

The accompanying diagram shows at a single glance the five 
great divisions of cue-strokes. No. 1 is termed the Centre Stroke. 
When the cue ball, thus 
struck, strikes the object 
ball full in the centre, the 
latter takes its motion and 
follows out the exact track 
the former would have fol¬ 
lowed, though with a force 
diminished in proportion to 
their specific gravity and to 
the friction of the space 
originally between them. 

This is the stroke the pupil will begin with, and he must be careful 
to master it completely before he passes to the second or following 
stroke. 



THE FOLLOWING STROKE. 

Stroke No. 3 derives its name from the fact that, when the cue 
ball is impelled against the object ball by such a force, it still con¬ 
tinues to follow the latter, although with a decreased momentum. 
The rationale of the stroke is this: The cue, striking the cue ball, 
as in No. 3, above the centre, besides giving it impulsion, com¬ 
municates to it a revolving motion in a forward direction. When 
the cue ball strikes the object ball, the latter assumes the impelling 
motion, and, as it were, runs off with it, while the forward revolving 
movement, still acting upon the former, causes it to advance. This 
stroke is no less interesting than important, and by careful practice 
of it the pupil will increase his proficiency in the game. 

THE FORCE. 

Stroke 2, or the Force, stands among the first both in beauty 
and utility. It is the inverse of the Follow, and by it the cue 
ball is made to recoil when it has struck the object ball. The cue. 
striking the cue ball below the centre, imparts to it two motions, 
one of which impels it forward and the other causes ik to rotate 




404 


BILLIARDS. 


backwards. When it comes in contact with the object ball it gives 
its impelling motion to it, and preserving the backward rotatory 
motion, retrogrades in obedience to it. The attainment of excel¬ 
lence in this stroke will require the pupil’s serious attention and 
careful practice. Many of the too ambitious, who imagine they 
can conquer the difficulties of billiards by a coup de main, are often 
surprised at the “ripping” result (as far as concerns the cloth) of a 
too inconsiderate and hasty attempt to “force” their play. This is 
one of the three strokes in giving which the cue abandons its nor¬ 
mal horizontal position; its point is lowered to the extent shown in 
the diagram. 


THE JUMP. 

Stroke No. 4 is of minor importance. Its name is due to the 
effect it produces. The ball struck as in No. 4 jumps from the 
table in proportion to the strength of the stroke. The reason is 
very simple. The cue stroke produces on the ball the same effect 
as if the latter was thrown upon the table at the same angle, and 
with a force equal to the strength of the stroke given by the cue. 


THE PERPENDICULAR STROKE. 


This stroke is difficult of execution, and is rarely employed. 
There are circumstances, however, which occasionally render its 
employment necessary, as when the player’s hall happens to be so 
closely flanked by two other balls that a carom cannot be made by 
any other means. 

The understanding of the various physical principles on which 
the above five strokes are based, will, we think, be facilitated by the 
following diagram: 



In this diagram, a represen¬ 
tation of a wheel is substituted 
for the figure of a billiard ball, 
given in the cut preceding it. 

If the wheel suspended in the 
air be struck fairly in the cen¬ 
tre spoke at No. 1, it will ad¬ 
vance in the direction of the 
force impelling it. This gives 
us the principle of the Centre 
Stroke. 






GENERAL PRINCIPLES. 


405 


If it be struck above the centre, at No. 3, two distinct forces will 
be imparted, to wit: a forward impelling force and a forward rota¬ 
tory force. The principle of the- following stroke is the same. 

If the wheel be struck at 4, two tendencies are likewise imparted 
to it: a tendency to jump from the concussion and a tendency to 
advance in the direction of the impelling force. A more familiar 
illustration may be given, by placing an India rubber ball on the 
table and striking it at a point corresponding with 4. It will jump 
up and bound forward from the point at which it has been struck. 
This shows the principle of the Jump. 

If the wheel be struck as in 5, a rotatory backward tendency will 
be imparted to it, in addition to a slight forward impelling motion, 
which is soon neutralized by the friction of the cloth or by contact 
with another ball, when the rotatory backward movement at once 
asserts its supremacy and the ball moves in accordance with it. 
And here we have the principle of the Perpendicular Force. 

If the wheel be struck at No. 2, a forward tendency and a back¬ 
ward rotating motion will be communicated to it. When the former 
tendency has been removed either by the preponderance of the 
rotatory motion or by imparting it to another ball, the wheel or ball 
obeys the backward rotatory motion by retrograding towards its 
starting point. The Force is thus explained. 

The pupil should thoroughly master these first principles, and 
have constantly before his mind the forces simple and compound 
which he communicates to the balls by striking them in certain 
ways, and knowing these he will always have a reason for his play, 
and elevate himself above the level of a mere automaton billiard 
player. 

Next come other strokes, which, from their being given at either 
side of a line drawn through the centre of the ball, may be termed 
side strokes. 

When we strike a ball at a distance of one-eighth, one-quarter, 
or one-half from the centre, we communicate to it the double ten¬ 
dency of advancing in obedience to the propelling force and rota¬ 
ting horizontally in the direction of the side on which it has been 
struck. 

The diagram on the next page represents the billiard ball facing 
the student. Within it are drawn four diameters; one perpendic¬ 
ular to the bed of the table, one parallel to it, and two diagonals 
drawn at equal distances from the horizontal and perpendicular 


406 


BILLIARDS. 


diameters. These diameters are intersected by concentric circles, 
described respectively with a radius of half and quarter the half 
diameter. On the horizontal are marked the points where a con¬ 



centric circle with a radius of six-eighths of the whole diameter 
would intersect. The perpendicular and horizontal are subdivided 
into eighths, a subdivision which the pupil himself may apply to 
the same diagonals. 

The ball when struck one-quarter or one-half above the centre on 
the perpendicular line will rotate forward on a horizontal axis. 

When struck below the centre on the same line, it will rotate 
backward on a horizontal axis. 

When struck on the horizontal line one-quarter or one-half left 
or right of the centre, it will rotate on a perpendicular axis in the 
direction of the side on which it is struck. 

When struck at one-quarter or One-half above the centre on 
either of the diagonal lines, it will rotate on a diagonal axis with a 
following tendency. 

When struck below the centre on the same lines, it will rotate on 
a diagonal axis with a retrograding tendency. 

The billiard ball may be more minutely subdivided, but at present 
this would only confuse the pupil. 











THE PRINCIPLES OF HAZARDS. 


407 


Before we dismiss, for the present, the question of the various 
axes on which the cue hall is made to revolve by the manner of 
striking it, we must request the pupil to bear in mind that when it 
touches any one of the cushions obliquely, its axis undergoes a 
change, and it revolves on an axis in conformity with the point of 
its contact with the cushion. Thus a ball struck exactly in the 
centre by the cue, would, by oblique contact with the left side 
cushion—the player being supposed to stand at the head of the 
table—revolve on a different axis to the end cushion, the contact 
with which would nearly restore it to its original axis, which would 
be changed again by the oblique contact with the right side cushion. 
Let the pupil bear in mind also that a change of axis is dependent, 
not only on the manner of striking and the point of contact, but also 
on the degree of strength with which the cue ball is struck. 

THE PRINCIPLES OF HAZARDS. 

Having shown the pupil how and where he was to strike the cue 
ball, in order to give it motions of various kinds, we will proceed to 
explain to him how and where the cue ball must strike the object 
ball, in order to impel the latter in any given direction. The exe¬ 
cution of hazards depends upon the accomplishment of this. The 
pupil may increase his facility for making hazards by drawing an 
imaginary line with the eye from the centre of the pocket through 
the centre of the object ball; where that line meets the circumfer¬ 
ence of the ball, is the point where the object ball must be struck 
to accomplish the hazard. 

The pupil’s entire attention is required for the diagram on the 
next page, which will help to explain this portion of our subject. 
The balls are represented as seen from above. 

The words “full ball,” “half ball,” “quarter ball,” and “fine 
ball,” marked on the diagram, we will now explain in their exact 
signification in the present instance : 

The full ball is the name given to the contact of the balls 
when the point of that contact is the exact centre of each ball; 
when, to the dye, placed on a level with a line drawn through the 
centre of the cue ball, it would completely mask the object ball, or, 
to borrow an illustration from astronomy, when they are in apposi¬ 
tion. The effect of such particular contact would be to impel the 
object ball in exactly the same direction as the cue ball would have 


408 


BILLIARDS. 


continued to follow, had no contact taken place. This will be seen 
from the diagram, which shows that the course of the object ball, 



contact. The angle formed 


after being struck “full,” or, fully, 
(to speak more grammatically, 
though less technically,) is a pro- 
, longation of the right line drawn 
through the centre of both balls. 

Half ball is the contact of the 
«ue ball and the object ball, at a 
point half-way between the line 
drawn through the centre, and a 
parallel line drawn through the ex¬ 
treme possible point of contact. 
The dotted line, marked half ball, 
shows the angle the line of direc¬ 
tion followed by the object ball 
would make with the line drawn 
through the centre. When the 
object ball is struck at the “half 
ball’s” point of contact, (the cue 
ball being struck fairly in the cen¬ 
tre, and with medium force,) the 
angles formed by the lines of di 
rection of both balls with the cen¬ 
tre line will be equal. 

Quarter ball is the contact of 
the cue ball with the object ball, 
at a point removed from the centre 
line, about a quarter of the dis¬ 
tance between that line and the 
extreme point of contact possible. 
The line of direction the object 
ball thus struck would follow, as 
will be seen by the accompanying 
diagram, would bisect the angle 
formed by the centi^ line, and the 
line of direction of the “ half ball.” 

The term fine ball is used 
object ball at the extreme point of 
y the line of direction taken by the 







THE PRINCIPLE OF THE CAROM. 


409 


object ball with the centre line, would be the most obtuse possible. 
By choosing intermediate points between those shown in the dia¬ 
gram, the player can, of course, still further modify the angle formed 
by the line of direction of the object ball with the centre line. 

The foregoing may be resumed in the following general prin¬ 
ciple : The further the point of contact is from the centre, the 
greater the divergence of the object ball from the line drawn thro 1 , gh 
the centre, and the more acute the angle described by the line (>f 
direction of the cue ball after the contact. 


THE PRINCIPLE OF THE CAROM. 


Having treated of the manner of giving any desired direction to 
the object ball, by the manner in which the cue ball was made to 
come into contact with it, which constitutes the principle of hazards, 
the next portion of the game which requires the pupil’s attention, 
and the most important and scientific department in it, is the ac¬ 
quisition of the skill to direct the motions of the cue ball after its 
contact with the object ball. This is the principle of the carom. 

The pupil will set out with the 
general principle, that the further 
from the centre the cue ball, if 
struck exactly in its centre, is made 
to strike the object ball, the less will 
it deviate after contact with the lat¬ 
ter, from the right line of its primi¬ 
tive direction. 

The force necessary to impel a 
ball from the string to the lower end 
of the table, etc., is amply explained 
in the accompanying diagram. Al¬ 
so, observe the following abbrevia¬ 
tions. A., means above the centre of 
the ball. B., below the centre. R., to 
the right of it. L., to the left of it. 

Q. P., the strength or quantity of 
power which must be applied to the 
cue bg.ll. The diagram explains the 
various qualities by the numerals 1, 

2, 3, and 4. 

18 


m 


CO 

on 

2 

o o- 
o' 


a 


m>. i. 




































410 


BILLIARDS. 


EFFECTS OF DIFFERENT DEGREES 
OF STRENGTH. 

The accompanying diagram will 
show the different effects produced 
by different quantities of power, 
though the cue ball strike the ob¬ 
ject ball in exactly the same spot, 
and the former be struck by the 
cue at exactly the same point. 

For instance, strike the cue ball 
with Q. P. causing it to come in 
contact with the object ball at the 
point indicated in the diagram. 
The result of the stroke will be a 
carom on the furthest ball. 

Strike the ball as before, merely 
changing the quantity of power to 
No. 2, and the result will be a car¬ 
om on the second ball. 

Increase the quantity of power to 
3£, and the effect will be a carom 
on the third or nearest ball. 


THE ANGLES OF THE TABLE. 

A principal study in the game of billiards to which the attention 
of the student should be directed, is what are commonly called the 
angles of the table, or in other words, the course which the balls 
follow after reverberation from the elastic cushions. 

The beginner may take a ball and, striking it fairly in the centre, 
with proper force, play it in different directions upon the cushions, 
and by regarding attentively the course it takes after striking a cush¬ 
ion, he will discover that in every case, the angle of reflection is equal 
to the angle of incidence, or, in other words, the direction of the ball, 
after striking the cushion, is exactly the counterpart of its course 










THE ANGLES OF THE TABLE. 


411 


previous to the contact-. This statement presupposes that the 
cushions and bed of the table are correct and accurate. 

The principle that the angle of reflection is equal to or coincident 
with the angle of incidence, will be found sufficiently correct for all 
practical purposes; but much depends on the nature of the stroke, 
as the least deviation from the centre stroke produces a correspond¬ 
ing deviation in the angle. Moreover, the strength with which the 
ball is struck will have a tendency to vary the return angle, as will 
be hereafter shown. The diagram No. 2 illustrates the simple 
angles. The student must particularly observe the power or 
strength required for the different strokes. 

For example : play from the spot at the head of the table at the 
middle nail or sight opposite with Q. P. No. 1, or upwards, and the 



ball, if struck fairly in the centre, will return over its original 
course, and hit the corresponding nail behind the spot. In tnl« 
proposition, and in all others, we suppose the cushions to be cor¬ 
rect, and the tables level. 

Again, play the ball from either of the points marked 2, with Q. 

P. 2£, and it will return over the corresponding line at an angle of 
reflection equal to that of incidence. 

Play from point 3, on a line between the centre of the lower cor¬ 
ner pocket and the nail at the bottom of the table, as marked, with 

Q. P. No. 3, and the ball will be returned at a similar angle in the 
opposite pocket. Shots 4 and 5 are further illustrations. 

After a little practice in this way, with one ball, the student 
should take two balls, combining his observation of the motion ac- 

















412 


BILLIARDS. 


quired by the contact of these with that obtained by their subse¬ 
quent contact and rebound from the cushion. 

It is essentially requisite, to constitute a good player, to acquire 
a perfect knowledge of the angles of the table, and consequently it 
will repay the student to practise alone at the table, as we have in¬ 
dicated ; it will give him an acquaintance with the course of the 
ball, after contact with the cushions, that will render his future ad¬ 
vancement in the game comparatively easy of accomplishment. 


DOUBLE OR COMPOUND ANGLES. 



The diagram marked No. 3 exhibits the same principle as the 
preceding one, but with double or compound angles. There can 
be no better test of the correctness of the cushions than a trial of 
these strokes. Thus, if stroke 2 had been played with increased 
power, the ball would have been pocketed in the left hand u^per 
corner pocket, supposing, for the sake of argument, that cushions 
absolutely perfect could be found. Of course, however, nothing 
human is perfect; and the cushions most nearly approaching these 
requirements are the best. 

The stroke marked 1, though the ball has there to travel over a 
shorter distance, requires to the full as much power as stroke 3, 
which moves over thrice the space. This is caused by the greater 
obtuseness of the angle made by 1. If stroke 1 were played with 
less power the angle would be more obtuse. 

The following diagram shows the different angles which will 
result from the same stroke when played with different degrees of 









THE ANGLES OF THE TABLE. 


413 


strength. For example : play from the position marked with Q. P. 
No. 2, and the ball, after taking three cushions, as shown in the 
line marked 1, will be delivered into the opposite corner pocket. 



Play the same stroke with Q. P. No. 3, and the increased strengtli 
will cause acuter angles, as shown in the lines marked 2. Increase 
the power still more, and the lines marked 3 will be given—the cue 
ball to be struck in the centre. 

To account for these changes, we must bear in mind that when 
the ball is struck violently against the cushion, the latter, as it 
were, grips its side, and sends it spinning forward with a stronger 
inclination to the perpendicular axis. This change causes the bull 
to be thrown back from the second and third cushions at angles of 
reflection more obtuse than those of incidence. 

SIMPLE ANGLES PRODUCED FROM THE OBJECT BALL. 

We have now so far developed the theory of the game of billiards 
that the pupil may proceed to practise in an intelligent manner, and 
not be dependent on chance for revealing to him the effects of cer¬ 
tain strokes and certain methods of striking. The student is now 
familiar with the simple angles in the theory, and must now go to 
work to produce them, and continue his practice until he can effect 
them at will. 

The diagram on the next page will furnish him two strokes for 
practice in the production of simple angles from the object ball. 
Let him commence by making the angles across the table, as in 
figure 1; and when he can make them, and not before, proceed to 
practise the shot indicated in figure 2. Perfection in the accom- 














414 


BILLIARDS. 


plishment of these shots, simple as they may appear, is the founda¬ 
tion of skill in billiards, and as the basis is sound or otherwise, so 
with the structure raised upon it. 



We must impress upon the learner that he must strike the cue 
ball exactly in the centre, in all cases, to produce simple angles. 
Until he is perfectly grounded in this centre stroke, he must avoid 
every thing approaching to the twist with the greatest care. Too 
many beginners, in their haste to play like adepts, disdain the 
practice of these strokes, and jump at once to twisting shots, forces, 
jumps, and even masses , forgetting that vaulting ambition o’erleaps 
itself and falls on t’other side. 

THE SIDE STROKE OR TWIST. 

We now come to the effect produced by striking the cue ball on 
the side, all our previous illustrations having treated on the natural 
stroke, or where the cue ball was struck in the centre. 

The cue ball and the object ball being in the same relative posi¬ 
tions, and the point of contact being in all cases the same, the 
30urse of the cue ball, after striking the object ball, can be infinitely 
raried at the will of the player by the use of the side stroke. 

But let us see how the side stroke is made. The ball must be 
struck on the side on which it is intended to go after contact with the 
object ball. This is imperative. The side stroke does not take 
proper effect till the ball comes into concussion with another ball 
or the cushion. When the ball is struck on either the right or the 
left side, the scientific effect of the stroke is to remove the axis or 
travelling centre of the ball a little to the right or left. As the ball 














THE ANGLES OF THE TABLE. 


415 


leaves the cue, it travels on this false axis till it comes into contact 
with another object. When that contact takes place, the natural 
roll of the ball is resumed, and it flies off from the point of impact 
by a sharper or more acute angle than it would have done had it 
been struck full in the centre. Another point to remember is, that 
the side stroke must not be made by a very hard or heavy blow; 
the more gentle the stroke, consistent with the object intended and 
the distance to be travelled, the greater the certainty of execution. 
It will be observed, too, that the ball progresses more rapidly at the 
desired angle after impact with the object than before. This arises 
from the greater freedom with which the ball travels on its natural 
centre. 

The accompanying diagram will give some idea of the value of 
the “twist” or side stroke, in the game of billiards. The learner 



will not fail to appreciate this value when he reflects that the cue 
ball, driven from exactly the same point and striking the object ball 
each time in exactly the same spot, can be made by various de¬ 
grees of the twisting effect, to follow the different courses marked 
by the lines 1, 2, 3, 4, and 5. One need only measure the differ¬ 
ence between the course marked 1 and that indicated by 5 to con • 
ceive a proper respect for the potency of the twist. 

The points of contact of the cue and the cue ball, and the amounts 
of strength necessary to produce these different angles, are the fol¬ 
lowing : 

Strike the cue ball £ K., £ A., Q. P. 2£, hitting the object ball so 
as to make it follow the track marked out by the line to the left, 
and the cue ball will return over line 1. 












416 


BILLIARDS. 


Strike the cue ball i R., hitting the object hall as before, and tho 
cue ball will return over the line marked 2. 

Strike the cue ball R. f, Q. P. 3, and the former will return over 
line 3. 

Strike the cue ball £ R., Q. P. 3, and it will return over line 4. 

Strike the cue ball | L., Q. P. 3, and it will return over line 5. 

The production of the different angles marked in the diagram will 
furnish the pupil with several strokes for practice, which are as im¬ 
portant as they are interesting. When he has thoroughly mastered 
these strokes, when the various points of striking and the different 
quantities of power are so graven on his mind that he can judge 
with quickness the requirements of each stroke in these particulars, 
he will have made a long step in advance into the mysteries of 
billiard science. His hand may fail to execute what he conceives, 
but the education of the hand must be the work of time and prac¬ 
tice, which alone can discipline it. 

THE “FOLLOW” AND “FORCE.” 

The Follow. —The principles of the follow have already been 
laid down in the proper place. It differs from the force, in that the 
cue strikes the player’s ball above the centre, and gives it a forward 
rolling tendency, which is continued after propelling motion has 
been communicated, by contact, to the object ball. 

Stroke No. 1 (page 417) is a following shot for practice. 

Strike the cue ball i A., Q. P. 2£, striking the object ball so as 
to pocket it, as indicated in the diagram, and the carom on ball 1 
will be made by a follow. 

The Force.— The principle of this beautiful and useful stroke 
has been already explained. We briefly recapitulate : The force is 
that particular cue stroke which, by being applied quickly and 
sharply below the centre, communicates, at the same time, a for¬ 
ward movement and a retrograde tendency ; the former of which is 
nullified by contact with another ball, and the latter, then acting 
alone, causes the ball to move slowly backwards. 

Shot No. 2 on the following diagram is given for the practice of 
the force. The pupil must be exceedingly patient, and persevere 
in the practice of it. It is the most difficult stroke he has yet 
essayed, but his time and care will be well repaid by proficiency in 
the execution of this stroke. 

To effect the carom on ball 2, the force must be brought into 


THE ANGLES OF THE TABLE. 


417 


requisition: strike the cue ball | B., Q. P. 3, with a quick impul¬ 
sive motion, hitting the object ball so as to pocket it in the corner 
pocket, as represented in the diagram, and the cue ball, recoiling, 



ball 2. 


At the risk of repetition, we must again impress upon the learner 
the necessity of patient and continual practice of these shots. His 
first attempt will necessarily be attended with failure, but he must 
not be discouraged or impatient. Great writers have said that in¬ 
dustry is genius. It is, indeed, the price of success in every de¬ 
partment of study. Let the billiard student remember that patience 
and perseverance remove mountains. 

In the diagram, on the next page, the balls numbered are to be 
caromed on, those toward the head of the table by a force, those 
towards the foot by a follow. The marked lines show the course 
the object ball will take when struck so as to make such caroms as 
represented on the balls of corresponding numbers. The cue ball 
is that at which the cue is directed. To force back the ball in a 
straight line to the place from whence it started, strike the object 
ball full, the cue ball a quarter or a half below, with quantity of 
power 2£—which, according to the table of quantities given in our 
opening lessons, would be the strength sufficient to propel the ball 
from the string to the opposite cushion, thence back to the cushion 
behind the string, and thence three-quarters down the table, the 
unit or quantity of power No. 1 being the- amount of force neces¬ 
sary to propel a ball from the string to the opposite cushion, and 
thence back to the cushion behind the string. The ball must be 
struck below the centre, and with a quick, sharp force. 

18* 












418 


BILLIARDS. 


To carom by a force on ball 1 in the semicircle towards the head 
of the table, the cue ball must be struck half below, one-quarter to 
the left, quantity of power No. 3 ; the object ball will take the 



direct ; on of line 1. To carom on ball 2, strike the cue ball one- 
eightb left, one-half below, quantity of power 3—the object ball to 
take the direction of line 2. To carom on balls 3 and 4, on the 
opposite side of the same semicircle, the same quantity of power is 
to be used as in effecting the foregoing caroms, and the object ball 
is to be struck in the same manner, only, of course, on the opposite 
side, winch will cause it to pursue the lines marked 3 and 4. 

To make the cue ball follow in a direct line after the object ball, 
strike the object ball full, the cue ball to be struck exactly on the 
perpendicular central line quartered above, with quantity of power 
No. 1, or more, at the player’s option. To carom on ball 1 in the 
lower circle, strike the cue ball one-quarter above, with quantity of 
power No. 3, and the object ball one-fourth to the left of the centre, 
so that it will take the direction of the line marked 1. To carom 
on ball 2, strike the cue ball in the same way, and the object ball 
one-eighth to the left. To make caroms on balls 3 and 4, the object 
ball must be struck on the opposite side from the foregoing. We 
must here caution beginners against a dangerous error into which 
they are liable to fall in the commencement of their billiard studies, 
both as regards the object ball and striking the cue ball. They are 
apt to suppose that, to effect a “spread,” it is necessary to hit the 
object ball far from the centre; but, by getting away too far from 
the centre of the object ball, the consequence is a failure to effect 
the stroke played for, and striking the cue ball in like manner is 
productive of “miscues” and other mishaps equally fatal. 



















POSITION OF THE SPOTS. 


419 


POSITION OF THE DIFFERENT SPOTS ON THE BILL¬ 
IARD TABLE—ALSO THE SEMICIRCLES OR PLAYING 
POINTS FOR THE ENGLISH AND FRENCH GAMES. 

The letters A, B, C, and D, on the annexed diagram, show the 
position of the Spots on the billiard table. In placing them, a line 
is drawn down the centre of the table, from the centre nails or 
sights in the head and lower cushions ; another line is then drawn 
from the centre sights in the side cushions, across the table, and 
where the lines intersect, the spots are placed. The spot at A, 
being next the head of the table, is the light-red spot, and an imagi¬ 
nary line across the table at this 
point is the string; the spot at B is 
the dark-red spot. 

The spot at C is the English spot, 
which is to be thirteen inches from 
the end or lower cushion, and is 
used in playing the English game, 
but in this country it is generally 
put about nine inches from the lower 
cushion. 

The spot at D is for two-ball pool 
and pin pool, and is placed about 
fivo inches from the lower cushion. 

E shows the pin pool spots, that 
in the centre being number five; 
each of the others should be placed 
about 2£ inches from it, in the posi¬ 
tion represented on diagram. 

F shows the position of the balls 
in playing fifteen-ball pool. The 
balls are placed in a triangular 
frame, so as to insure exactness— 
the base of the triangle being parallel with the end, or lower cushion 
of the table. The highest number—fifteen—should be placed on 
the deep-red spot, at B. 

Figures 1 and 2 show the positions of the semicircles, or playing 
points for the English and French games. 

In playing the English game, the semicircle is drawn from the 


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e C 

P 



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^7 


9^ -m 














420 


BILLIARDS. 


light-red spot, with a radius of ten inches. In England, the spot 
is placed two feet six inches from the cushion. 

The semicircle for the French game is drawn with a radius of 
six inches. 

EULES OF THE AMEEICAN OE FOUE-BALL GAME. 

RULE I.—ON STRINGING EOR THE LEAD. 

Whoever, playing from within the “ string-line ” against an out¬ 
side cushion, brings the returning cue-ball nearest the head cush¬ 
ion, which is the one at which the players stand, is entitled to 
choice of balls and lead. Provided, 

1. That, in stringing, the player’s ball has not touched his op¬ 
ponent’s, while the latter was at rest. 2. Hor has fallen into any 
of the pockets. In either case the player loses choice and lead. 3. 
Should the cue-balls, both being in motion, come in contact, the 
strokes are invalid, and must be played over. 

[As soon as the lead has been won, the light-red and deep-red balls are to be placed 
on their appropriate spots. This regulation, it will be understood, is intended more 
particularly for match games. In ordinary games, where it is usual for the marker or 
table-keeper to spot the balls as soon as he brings them to the table, it shall be optional 
with the players to remove them or not. But in no case must a cue-ball, while being 
“ strung,” come in contact with a red ball, which, when once properly spotted, is not 
to be moved aside. The player whose ball comes in contact with a red, or the other 
white while it is at rest, forfeits his claim to choice of balls and the lead. Should both 
cue-balls come in contact with a red, the players must “ string ” again.] 

2. In “stringing,” it is required that both cue-balls shall be 
struck simultaneously, or so near together that one ball cannot 
reach the lower cushion before the other has been put in motion. 

RULE II.—ON LEADING. 

1. The player who wins the choice of balls and lead must either 
roll his ball down toward the lower cushion, as an object for his 
adversary to play at, or else compel his adversary to lead off, as 
above described. 

2. In leading, the player’s ball must be played from within the 
string line, and struck with sufficient strength to carry it beyond 
the deep-red ball on its appropriate spot at the foot of the table. 
But it must not be played with such strength as to repass, after 
having come in contact with the lower cushion, the deep-red ball. 


RULES OE THE AMERICAN GAME. 


421 


Nor yet must it touch, either red ball, nor lodge on the cushion, 
nor fall into a pocket, nor jump off the table. In any of the cases 
mentioned in this section, or in case the cue-ball is not struck with 
sufficient strength to pass beyond the deep-red, it shall be optional 
with the adversary (Player No. 2) to make No. 1 spot his ball on 
the pdol spot nearest the lower cushion, or lead again; or he may 
take the lead himself. 

3. No count or forfeiture can be made or incurred until two 
strokes have been played. 

[For the purpose of Section 3, the “ lead off” is considered a stroke, and no forfeiture 
of points shall be exacted either for the compulsory miss made by the leading player^ 
or for his ball falling into a pocket.] 

4. Once the lead is made, the game is considered as commenced, 
and neither player can withdraw except under circumstances spe¬ 
cified in Rule VII. 

RULE III.—ON OPENING THE GAME. 

1. The game is opened by player No. 2 playing on the white 
ball at the foot of the table. 

2. Should he fail to hit the white first, or fail to hit it at all, he 
forfeits one point, which shall be added to his adversary’s score. 
Should he pocket himself after hitting a red ball first, he loses 
three points, even though he may have subsequently hit the 
white. 

[Hitting a red ball first, at tbe opening of the game, when the white is the only ball 
that can be played directly upon, is tantamount to a miss. Hence the penalty of three 
for a pocket when a red ball has been struck first. The red, when disturbed, must be 
replaced on its proper spot, if vacant; if the spot is occupied by another ball, the red 
must remain off the table until its spot is uncovered and all the balls have ceased 
rolling.] 

RULE IY.—ON FORFEITURES. 

1. If the striker fails to hit any of the other balls with his own, 
he forfeits one point, which, as well as other forfeitures, must be 
added to his adversary’s score. 

[There are two exceptions to this rule. The first occurs in leading off, and has already 
been explained. The second is where the cue-ball, while at rest, is in contact with 
another ball. Then the player does not forfeit. It is impossible to cause the cue-ball 
to hit, by a direct stroke, the ball with which it is in contact, and the player should 
not be penalized for failing to accomplish an impossibility. But, as it is possible for 
him to count "by playing away from that ball—for example, by striking some other 
ball, or a cushion, first, or by taking up all the balls if his Own is in contact with two 


422 


BILLIARDS. 


or more—it is a settled ruling that, in case he should pocket his own hall by accident 
or design, or send it over the table, or cause it to lodge upon the cushions, he must 
pay forfeit —two points, if his ball was in contact with a white, and three if it was a 
red.] 

2. The striker forfeits two when the ball that he plays with is 
pocketed, or lodges on the cushion, or goes over the table, after 
having struck or been in. fixed contact with the other white, no 
matter whether it has touched one or both of the reds. 

[An exception to this clause will be found in Rule III., Sec. 2.] 

3. The striker forfeits three when the ball that he plays with is 
pocketed, or lodges on the cushion, or goes over the table, after 
having come in contact with one or both of the reds, and not 
the white. The same applies if neither red nor white be struck. 

[By “ lodging on the cushion ” is meant a ball that has bounded off the bed of the 
table and become settled on the top of the cushion. Should the cue-ball, after mount¬ 
ing the cushion, return to the bed of the table and effect a carom or a hazard, the 
stroke is fair, and must be counted.] 

4. If the player cause any ball to jump off the table, and should 
it, by striking any of the bystanders, be flung back upon the table, 
it must still be treated as if it had fallen to the floor. If a red 
ball, it must be spotted ; if a white, held in hand. Should it be the 
last striker’s ball, he forfeits two or three, the same as if it had 
gone into the pocket. 

RTJLE Y.—OhT POLL STROKES. 

The penalty of a foul stroke is, that the player cannot count any 
points he may have made by such stroke, and his adversary is en¬ 
titled to the next play. The following, in addition to those 
already mentioned, are foul strokes : 

1. If either player plays with his opponent’s ball, the stroke is 
foul; and, if successful, he cannot count, provided the error is 
found out before a second shot is made. 

2. Should two or more strokes have been made previous to the 
discovery, the reckoning cannot be disturbed, and the player may 
continue his run with the same ball, or he may have the balls 
changed. The same privilege is extended to the opposing player 
when his turn comes to play. 

3. Should it be found that both players have used the wrong 
ball successively, he who was first to play with the wrong ball 
cannot put in a claim of foul against his opponent, as the latter, 


RULES OF THE AMERICAN GAME. 


423 


in using the wrong bait, was simply playing from his proper posi¬ 
tion on the table. 

[It is the position of the cue-ball, and not its mere color or designation, that governs. 
Aside from this, before one player can charge another with error, it must be shown 
that no act of his contributed to that error.] 

4. Though the striker, when playing with the wrong ball, can¬ 
not count what points he may make, except in those cases men¬ 
tioned above, nevertheless, whatever forfeitures he may incur while 
playing with the wrong ball, he is bound to pay, as if he had been 
playing with his own. 

5. Should, however, both the white balls be off the table together, 
and should either player, by mistake, pick up the wrong one and 
play with it, the stroke must stand, and he can count whatever he 
has made. 

[As he plays from his proper position, it is immaterial, because no advantage is to be 
gained, which ball he uses. In this case, as in the others, where it is permitted to play 
with the wrong ball, the balls should be changed at the conclusion of the run. This 
will prevent confusion and disputes.] 

6. If the striker play at a ball before it is fully at rest, or 
while any other ball is rolling on the table, the stroke is foul. 

7. If, after going into a pocket, a cue-ball or an object-ball should 
rebound and return to the bed of the table, it must be treated as a 
ball not pocketed. 

8. If the player, when playing with the butt or side of his cue, 
does not withdraw the butt or side before the cue-ball touches the 
first object-ball, the stroke is foul. 

9. A stroke made while a red ball is off the table* provided its 
spot is unoccupied, is foul. When its proper spot is occupied, the 
red must remain off the table until its spot is vacated and all the 
balls have ceased rolling. (See following rule.) 

10. If the game being played is one in which hazards, or pock¬ 
ets, do not count, a red ball that has been pocketed or forced off 
the table shall be spotted on another spot, provided its own is 
occupied, and provided, also, the non-striker’s ball is off the table 
at the time. If the light-red, it shall be placed on the dark-red 
spot; and if that spot is occupied, the light-red shall be placed on 
the pool spot at the foot of the table. If the dark-red, it shall be 
placed on the light-red spot, etc. If both reds are off the table at 
the same time, and their spots are occupied by the two whites, one 


424 


BILLIARDS. 


of the reds may be placed on the pool spot. The other must re¬ 
main off the table until its proper spot is vacant. 

[Where hazards are played, there is no necessity for this rule. The old one, which 
still applies to hazard playing, was framed when the full game (t. e., hazards and car¬ 
oms) was in vogue in this country. The carom game has superseded the full game, and 
it has been found necessary to remodel this rule. It has often happened, under the 
rule relative to a pocketed red ball, that a carom Could not by any possibility be made. 
For example, one player, in making a carom, accidentally holes his own ball and the 
dark-red. The other white ball, which has also been struck, stops in such a position 
as to prevent the spotting of the red. The incoming player, who did not contribute 
in any way toward the mishap, or, it may be, misplay of his opponent, and should not 
be made to suffer therefor, has but one ball at his command. How is he to make a 
carom 1 In the old or full game, he could count by pocketing the light-red; but in 
the carom game he can make no count whatever. As the spirit and intent of billiards 
is to count, it needs no argument to convince the reader that that system of play must 
be false which at any time makes counting an utter impossibility. It is partly with 
this view that the rule relative to balls in fixed contact has been amended so that a 
count may be effected when, through an inequality in the cloth or balls, the cue-ball 
adheres to two or more others, thus precluding either a carom or a hazard.] 

11. If, after making a successful stroke, tbe player obstructs or 
otherwise affects the free course of any ball in motion, the stroke 
is foul, and he cannot score the points made thereby. 

12. A touch is a shot. And if, while the balls are at rest, a player 
touches or disturbs any ball on the table other than his own, it is 
foul. He has, however, the privilege of playing a stroke for safety, 
provided his own ball has not been touched, but he can make no 
count on the shot. 

13. In playing a shot, if the cue leaves the ball and touches it 
again, the stroke is foul. 

14. If the striker, through stretching forward or otherwise, has 
not at least one foot on the floor while striking, the shot is foul, 
and no points can be reckoned. 

15. If, when the player’s ball is in hand, he does not cause it to 
pass outside the string before touching any of the object-balls or 
cushion (except in the case mentioned in the following rule) the 
stroke is foul, and his opponent may choose whether he will play 
with the balls as they are, have them replaced in their original 
positions, or cause the stroke to be played over; or, should the 
player make a losing hazard under such circumstances, the penalty 
may be enforced. 

16. Playing at a ball whose base or point of contact with the 
table is outside the “ string,” is considered playing out of the 


RULES OF THE AMERICAN GAME. 


425 


“ stringand tlie stroke is a fair one, even though the side which 
the cue-ball strikes is hanging over, and therefore within the 
“string.” 

17. Playing directly at a ball that is considered in the “string” 
is foul, even though the cue-ball should pass wholly beyond the 
“ string ” line before coming in contact. 

18. Giving a miss inside the “ string,” when the player is in 
hand, is foul. But he may, for safety, cause his ball to go out of 
the “ string ” and return. 

19. If a player alters the stroke he is about to make, at the sug¬ 
gestion of any party in the room—even if it be at the suggestion 
of his’ partner in a double match—the altered stroke is foul. 

20. Placing marks of any kind whatever, either upon the cush¬ 
ions or table, is foul; and a player, while engaged in a game, has 
no right to practice a particular stroke on another table. 

RULE VI.—ON CASES WHERE THE BALLS ARE IN CONTACT. 

[At the request of a majority of the leading players, amateur 
and professional, the rule observed since 1858, under which no 
count could be effected unless the striker first played upon some 
ball other than that with which his own was in contact, has been 
amended as below. The new rule went into effect January 1, 
1867.] 

1. When the cue-ball is in contact with any other ball, the 
striker may effect a count either by playing first upon some ball 
other than that with which his own is in contact, or by playing 
first against the cushion, or by a masses. In either of the two last 
mentioned cases, it is immaterial which ball the returning cue-ball 
strikes first. 

2. Should the cue-ball be in contact with all the other balls on 
the table—or, if with two balls only, while the remaining ball is 
on the table, in such a way that the striker cannot play either oil 
the free ball or the cushion first —it shall be optional with him to 
have all the balls taken up and the reds spotted as at the com¬ 
mencement of the game. It shall also be at his option to take the 
lead himself or compel his opponent to lead. 

[This is the same as starting the game anew, except that there is no occasion to 
*« string ” for the lead and choice of balls. The sharper’s trick of first betting that he 


426 


BILLIARDS. 


can so place the four balls that his dupe can make no legitimate count off of them, 
and then surrounding the cue-ball with the other three in firm contact, is thus done 
away with.] 


RULE YII.—ON WITHDRAWING FROM, WITHOUT FINISHING, A GAME. 

1. The player may protest against his adversary’s standing in 
front of him, or in such close proximity as to disarrange his aim. 

2. Also, against loud talking or any other annoyance by his op¬ 
ponent, while he is making his play. 

3. Also, against being refused the use of the bridge, or any 
other of the instruments used in that room in playing, "except 
where a special stipulation to the contrary was made before com¬ 
mencing the game. 

4. Or in case his adversary shall refuse to abide by the marker’s, 
referee’s, or company’s decision on a disputed point, which it was 
agreed between them to submit to the marker, or company, for 
arbitration. In any one, or all of the foregoing cases, if the dis¬ 
courtesy be persisted in, the party aggrieved is at liberty to with¬ 
draw, and the game shall be considered as drawn, and any stakes 
which may have been depending on it must be returned. 

5. Should the interruption or annoyance have been accidental, 
the marker, if so requested by the player, who is entitled to repeat 
his stroke, must replace the balls as near as possible in the position 
they occupied before the player made the stroke in which he was 
interrupted. 

RULE Till.—ON CASES IN WHICH THE MARKER MUST REPLACE 
THE BALLS, IF CALLED ON, AS NEARLY AS POSSIBLE IN 
THEIR FORMER POSITION. 

1. In the case mentioned in the 5th paragraph of the preceding 
rule. 

2. Where any of the balls, when at rest, are moved by acci¬ 
dent. 

3. Where any of the balls, while rolling, are suddenly obstructed 
either by accident or design on the part of any person other than 
the player. In this case, the marker, if so requested by the players 
or referee, shall place the interrupted ball as nearly as possible in 


RULES OF THE AMERICAN GAME. 


427 


the situation which it would apparently have occupied had it not 
been stopped. 

4. Where the cue-ball, resting on the edge of a pocket, drops 
into it before the striker has time to play. 

5. Where the object-ball, in a similar position, is rolled back 
into the pocket by any of the ordinary vibrations of the table or 
atmosphere. 

6. In all the cases aforementioned, where it is specified that in 
consequence of a foul stroke, the player’s opponent shall have the 
option, either of playing at the balls as they are, or causing them 
to be replaced by the marker. 

7. When either or both the red balls are pocketed, or forced off 
the table, it is the marker’s duty to spot them before another stroke 
is played—unless (the game being played in caroms and pockets) 
the spot appropriate to either be occupied by one of the playing 
balls, in which case the red one must be kept in hand until its 
position is uncovered. 

8. If, after playing a ball, the player should attempt to obstruct 
or accelerate its progress by striking it again, blowing at it, or 
any other means, his opponents may either play at the balls as they 
stand, or call upon the referee or marker to replace them in the 
position they would otherwise have occupied. 

9. It is the duty of each player to see that a ball is properly 
spotted before the next stroke is made. As in the case where a 
player is in hand, a claim of foul, after the cue-ball has been 
struck in the one instance, and the red ball disturbed in another, 
cannot be entertained. All claims to the effect that the red ball 
is not on its spot, or that the striker’s ball is not inside the “ string ” 
when he is about to play after having been in hand, should be 
made before the stroke is played, as it can seldom be decided, after 
the stroke, whether there was any ground for the claim. 


RULE IX.—ON THE DUTY OF PLAYERS TO EACH OTHER. 

1. Each player must look after his own interest, and exercise his 
own discretion. His opponent cannot be compelled to answer such 
questions as, “ Is the ball outside or inside the string ? Are the 


428 


BILLIARDS. 


balls in contact ? ” and so forth. These are questions for the play¬ 
er’s own judgment to decide. 

2. When the cue-ball is very near another ball, the player must 
not play directly upon that ball without having warned his ad¬ 
versary that they do not touch, and given him or his umpire time 
to be satisfied on that point 

[As, in the event of his ball being “ fast,” the only effect would be to prevent his 
playing directly upon that ball, it is the striker’s privilege to play, and without giving 
warning, upon some other ball that is manifestly at a distance from his own.] 

3. It is obligatory upon the adversary or umpire to call “ time! ” 
or give some Other notice of his approach, if, while the player is 
preparing to make a stroke, either of them desires to look at the 
balls, or submit a question to the referee 

4. Each player should attend strictly to his own game, and 
never interfere with his adversary’s except in the cases mentioned 
in Section 9 of Rule VIII., or when a foul stroke or some other 
violation of these rules may call for forfeiture. 


RTJLE X.—OX THE DUTY OF THE MARKER AHD THE SPECTATORS 
TO THE PLAYERS. 

1. In a single game, no one, except the player and his umpire, 
has a right to interfere with the play, or point out an error which 
either has been or is about to be committed. The player to whose 
prejudice the foul stroke is being or has been made should find 
that out for himself. 

2. Even after a stroke has been made, no one in the room has 
any right to comment on it, either for praise or blame; for the 
same stroke may occur again in the course of the game, and the 
player’s play may be materially altered by the criticism to which he 
has just been listening. 

3. Let the marker and spectators keep their places as much as 
possible, for if they crowd or move around the table they are 
liable to interfere with the players, and certain to distract their 
attention. 

4. When the spectators are appealed to by the marker or referee 
for their opinion on a point which he has been asked, but finds 


RULES OF THE AMERICAN" GAME. 


429 


himself unable to decide, such of them as are well acquainted with 
the game should answer according to the best of their knowledge 
and belief. Those who know little or nothing of the game would 
oblige themselves and others by at once confessing their incom¬ 
petency Either they may not have seen the disputed stroke, or, 
seeing it, may not have been familiar with its merits. 

RULE XI.—ON THE MARKER^ DUTIES IN PA~R.TTnn~ T.A T?.. 

The marker’s duties may be thus summed up :— 

1st. To proclaim each count in a voice that can be heard by the 
player at his own table. 2d. To post the total run made by each 
player before the next begins to strike. 3d. To spot the balls when 
necessary. 4th. To furnish the bridge and other implements of 
the game, when called for. 5th. To see that the player be not 
obstructed in his stroke by being crowded by the spectators. 6th. 
To decide without fear or favor all questions of order and fairness 
which shall be officially laid before him for his opinion. But, 
7th. Let him never volunteer a remark upon any portion of the 
game. 8th. Let him never touch any but a pocketed ball him¬ 
self, nor allow any other person except the players to touch one, 
except when officially called upon to replace the balls, as specified 
in rule YII., or when asked to decide as to which is the ball that 
properly belongs to the player. In this case, should the spot be 
turned down on the table, he may lift the ball to ascertain the 
fact—but never let him touch them voluntarily. 9th. Finally, 
when called upon to decide a disputed point, when there is no 
umpire or referee appointed, of which he has no personal know¬ 
ledge—the fairness of a shot which was made when he was looking 
elsewhere, for instance—let him proclaim silence, and take the 
opinion of such of the company as avow themselves competent to 
judge. The voice of the majority should be allowed to settle all 
debate; but should their decision be flagrantly in conflict with 
any of the well-known and admitted rules hereinbefore laid down, 
the party who fancies himself aggrieved may give notice of appeal, 
to lay the question before what the lawyers would call “ a jury of 
experts ” of the recognized rules. This appeal is final; but it 
must be made, and the decision given, before another stroke is 
played. 


430 


BILLIARDS. 


INSTRUCTIONS TO THE MARKER, 

i?OR KEEPING COUNT OP THE AMERICAN, OR EOUR-BALL GAME. 

1st. Give the striker two for pocketing his opponent’s ball, or 
for caroming on a white and red* 2d. Give him three for each 
red ball pocketed, or for a carom on the two red balls. 3d. Give 
him eour for caroming on a red and white, and pocketing his 
opponent’s ball. 4th. Give him FIVE for caroming on all the balls, 
no matter in what order they are touched; also FIVE for holeing a 
red ball and caroming on his opponent’s, and FIVE for caroming on 
the two red balls and pocketing his opponent’s. 5th. Give him 
Six when he caroms on the two red balls, and pockets one of them. 
6th. Let him have SEVEN when he caroms on a white and red ball, 
and pockets both; the same when he caroms on all the balls, and 
pockets the white. 7th. For pocketing one of the red balls, and 
caroming on all the others, let him have EIGHT ; also for caroming 
on the two reds, pocketing one of them, and also his opponent’s 
ball. 8th. Give him NINE for caroming on the two reds, and 
pocketing them. 9th. For caroming on all the balls and pocket¬ 
ing a red ball and his opponent’s, give him TEN. 10th. For car¬ 
oming on all the balls and pocketing the two reds, let him have 
ELEVEN. 11th. Let him have THIRTEEN (the highest figure that 
can be won by one stroke in this game) when he caroms on all, and 
pockets all the balls, except his own. 12th. Give his adversary ONE 
when the player makes a miss, or fails to hit any of the balls on 
the table with his own. 13th. Give his opponent TWO when the 
player’s ball jumps over the side of the table, or lodges on the top 
of the cushion after it has struck a white ball; TWO, also, if the 
player pockets his own ball after touching his opponent’s. 14th. 
The opponent takes three when the striker pockets his own ball, 
without touching any other on the table, or after it has touched a 
red; or causes it to jump off the table or lodge on the cushion, 
under the same circumstances; or, in opening the game, goes,into 
the pocket after having touched a red first and afterwards the 
white. 


BILLIARDS. 


431 


FURTHER RULES FOR THE FOREGOING GAME, WHEN PLAYED AS 
A FOUR-HANDED MATCH. 

In a four-handed match—two playing in partnership against two 
—the foregoing rules of the single game must be substantially ob¬ 
served, with the following additions: 

In this double match, the player’s partner is at liberty to warn 
him against playing with the wrong ball, or playing when his ball 
is in hand, at ab object ball within the string; but he must not give 
him any advice as to the most advantageous mode of play, etc., etc., 
except it has be§n otherwise agreed before the opening of the game. 

FURTHER RULES FOR THE SAME GAME, WHEN PLAYED BY THREE . 

INDEPENDENT PLAYERS. 

The rules of the single American game are substantially binding 
in the three-handed game, with the following additions, to meet the 
increase of players: 

1st. The players commence by stringing for the lead, and he who 
brings his ball nearest to the cushion (as in the single game) wins 
the choice of lead, balls, and play ; and he who brings his ball next 
nearest to the cushion has the next choice of play. 

2d. All forfeitures in this game count for both of the opponents, 
at the same rate as in the single-handed game. 

3d. He who can first make sixty-six points is out; the other two 
continue until one reaches the hundred. 

4th. When he who has first made sixty-six retires from the game, 
the player whose hand is out adopts his ball, as that ball is entitled 
to its run, and also to the next play. 

5th. If the player should cause both his opponents to become 
sixty-six by a forfeiture, neither of the parties can claim game 
thereon, but must win it by their next count. But if only one of 
the opponents be in a position to become sixty-six by a forfeiture, 
then the forfeiture reckons as usual, and that opponent wins the 
game when such forfeiture is made. 

RULES FOR PLAYING FIFTEEN BALL POOL. 

1st. The order of playing may be settled by a number of little 
balls (as many balls as there are players). They are drawn at 
random by the marker and presented to the different players 


432 


RULES FOR PLATING FIFTEEN BALL POOL. 


These little balls are numbered one, two, three, etc., up to the num¬ 
ber of players; and the number engraved on the ball which the 
marker hands to the player decides his position in the game, and 
the order of rotation. The player plays from behind the string, as 
in the ordinary game, and may miss if he likes—but the miss, and 
all misses at this game, will score three against him. The other 
players follow him in their order of rotation. 

2d. The player, if it pleases him, may use either the butt of the 
cue or the mace, and jam his own ball against the others, not being 
obliged to withdraw the mace or cue before the cue ball comes in 
contact with the object ball. 

3d. As the sum total of the figures on the 15 balls amounts only 
to 120, of which 61 is more than half, whoever makes the latter 
number first is winner, and may claim the stakes. 

4th. Three points are deducted from a player’s score for making 
a miss or losing hazard, or forcing his own ball off the table. 

5th. If the player pockets one or more of the object balls and his 
own ball at the same time, he cannot score for the numbered balls, 
which must be placed on the spot, or in a line behind it, if the spot 
be occupied, and he forfeits three for his losing hazard. 

6th. A hazard is good in this game, even when the cue and ob¬ 
ject balls are in contact. 

7th. As in the ordinary game, the player, when the cue ball is in 
hand, may play from any place within the string at any object ball 
outside it. 

8th. And should none of the object balls be outside, he may spot 
that which is nearest out of the string on the deep-red spot, and 
play accordingly. 

9th. Should there be a tie between two or more of the highest 
players, its decision may be referred to the succeeding game; and 
whoever counts highest in that, shall be declared the victor of the 
former one, totally independent of the game that is then on hand. 
A man may thus win an undecided game of fifteen ball pool by 
scoring one in the succeeding game, provided neither of his adver¬ 
saries scored any thing at all. 

10th. Should they again be tied in the second game, it may be 
referred to a third. 

11th. Should the striker, while taking aim or ‘preparing to play, 
disturb any ball on the table, the stroke is foul. If the cue-ball 
was disturbed, it shall be counted a stroke, and he forfeits three if 


RULES FOR PLAYING FIFTEEN BALL POOL. 


433 


the cue-ball touched no other. If it is an object-ball that was 
disturbed, he may play a stroke for safety, but can make no count. 

12th. But should he by accident disturb any ball than his own, 
after he has made his stroke, it is not foul. After the ball or balls 
are replaced in their proper positions, he may continue his play. 

13th. Should a player play out of his turn when not called on 
to do so, it is foul, and the balls should be replaced in their origi¬ 
nal position, and he whose turn it was to play, plays. 

14th. But should a player be called on to play, and he makes 
more than one stroke before being checked, even if it should be out 
of his turn, the strokes so made are fair, and he is entitled to any 
counts he may have made by such strokes. 

15th. Should any of the balls on the table be accidentally dis¬ 
turbed by any other person than the player, they should be re¬ 
placed, as near as possible, in their proper positions, and the player 
allowed to continued. 

16th. All rules governing the regular American game of Bil¬ 
liards not conflicting with these apply to this game also. 

17th. This game is sometime played for small stakes, but more 
frequently the only issue to be decided is—who shall pay for the 
use of the table. This charge must be met by the player who has 
the lowest count, and it is quite possible in this game for a play¬ 
er’s count (owing to forfeitures of various kinds) to be half a dozen 
or dozen worse than nothing. Thus, if A had neither won nor for¬ 
feited anything, while B had pocketed balls 5 and 3, but had also 
made three forfeitures—B would have to pay, as his forfeitures 
amounting to 9 and his assets only to 8, would leave him worse 
off by one than A, who stood at simple zero, while B was zero 
minus one. 

Remarks. —This game is full of excitement, and offers better 
chance for hazard practice than almost any other on the board. 

Each player is to pocket as many balls as he can, the number on 
each ball pocketed being scored to his credit; so that not he who 
pockets the largest number of balls, but he whose hazards, when 
added up, yield the largest total, wins the game. Thus, A might 
pocket all the balls numbered from one to seven, and his total 
would be but twenty-eight; while B, with a better eye to the 
main chance, would walk away from him by pocketing the balls 
marked fourteen and fifteen, giving a total of twenty-nine. 


434 


BILLlAIiDS. 


RULES FOR THE GAME OF PIN POOL. 

The following rules are for the game, as played in New York and 
its vicinity, and may be adapted in the important matter of counts, 
forfeitures, &c., to the game, as played in all other parts of the Union. 
In Philadelphia, and other places, four balls are used in playing it. 
We shall, therefore, lay down rules for the regular game as played 
in New York; for to enter into all the varieties would be an end¬ 
less task; and when once the general rules are understood, the 
different variations may be readily brought within its operation. 

The game of Pin Pool is played with two white balls and one 
red, together with five small wooden pins, which are set up in the 
middle of the table, diamond-fashion, as in the Spanish game. But 
in the latter game, each pin had the value of two points; while 
in this, each pin has a value to accord with the position it occupies. 

4* 

3* 5* 2* 

1 * 

The pin nearest the string line is called No. 1; the pin to the fight 
of it, No. 2; to the left, No. 3 ; the pin farthest from the string 
line, No. 4 ; and the central pin is No. 5. These numbers aro 
generally chalked on the table in front of each particular pin. 

Neither caroms nor hazards count; for pocketing your own ball, 
or causing it to jump off the table, or lodge on the cushion, or for 
missing altogether, you lose nothing.' The only penalty is, that the 
ball so offending shall be spotted about five inches from the lower 
cushion, midway between the corner pockets. 

When the pins are arranged, the rotation of the players is 
determined in like manner as in fifteen ball pool; after which, each 
player receives from the marker a little number-ball, which is 
termed his private ball, the number of which is not known to any 
of his opponents. 

The object of the players is to knock down as many pins as will 
count thirty-one, when the number on the private ball is added to 
their aggregate : thus, if a player’s private ball be No. 9, he will 
have to gain twenty-two points on the pins before calling “Trento- 


RULES FOR THE GAME OF PIN POOL. 


435 


un,” and whoever first gets thirty-one points in this manner, wins 
the pool. 

When the rotation of the players is decided, the red ball is spot¬ 
ted about five inches from the lower cushion, and midway between 
the pockets, on a line drawn down the centre. The game is then 
commenced. 

Rule 1st. Player No. 1 must play with either of the white balls at 
the red, or place his own ball on the deep-red spot. 

2d. Player No. 2 must play at either ball, or spot his own ball on 
the light-red spot. 

3d. Players Nos. 1 and 2 may play from any part within the 
string. No. 2 can play on any ball outside the string; and should 
none be so situated, he may have the red ball placed on its appro¬ 
priate spot. 

4th. After the second stroke has been played, the players, in their 
order, may play with or at any ball upon the table. 

5th. Unless the player has played on some ball upon the table be¬ 
fore knocking down a pin, the stroke, under all circumstances, goes 
for nothing, and the pin or pins must be replaced. But should two 
balls be in contact, the player can play with either of the balls so 
touching, direct at the pins, and any count so made is good. 

6th. If a player, with one stroke, knock down the four outside 
pins, and leave the central one standing on its spot, under any and 
all circumstances he wins the game. 

7th. But if the player has knocked down pins whose aggregate 
number, when added to the number on his private ball, exceeds a 
total of thirty-one, except in case mentioned in Rule 6, he is then 
“burst,” and must then drop out of the game, unless he claims the 
“privilege.” If he wishes to claim this, he must do so before 
another stroke is made, as otherwise he can only re-enter the game 
by the consent of all the players. ; 

8th. Players having bursted, can claim “privilege” as often as 
they are burst; and when privilege is granted, the player draws a 
new private ball from the marker, and has then the option either of 
keeping that which he originally drew, or adopting the new one then 
drawn; but one or other he must return, or else he cannot, under 
any circumstances, be entitled to the pool. 

9th. Every privilege taken succeeds the last number of the play¬ 
ers in ^he order of its play. Thus, if there are ten players, and No. 
2 bursts, he appears again under privilege as No. 11, and follows 
No. 10; and all the players that are burst after him will have to 


BILLIARDS. 


436 

follow No. 11, in the order of their re-entry into play : so that if it 
be the highest number in the pool that bursts, he will follow on 
immediately after choosing his private ball. 

10th. If a player make a miss, or pocket his own ball, or cause it 
to jump off the table or lodge on the cushion; or if, after jumping 
off, it should be thrown back upon the table by any of the bystand¬ 
ers—under any of these circumstances, the ball must be placed on 
the spot, five inches from the lower cushion, on the central line; or, 
should that be occupied, then on the deep-red spot; or, should that 
also be occupied, then upon the light-red spot. 

11th. Should the spot appropriated to any of the pins which have 
been knocked down, be occupied by any of the balls, said pin must 
remain off until said spot is again uncovered. 

12th. If a player has made thirty-one, he must proclaim it before 
the next stroke is made; for which purpose, a considerable delay must 
be made between each play, more especially in the latter portion of 
the game. But if a player has made thirty-one, and fails to 
announce it before the next play (a reasonable time having passed), 
then he cannot proclaim the fact until the rotation of play again 
comes round to him. In the mean while, if any other player makes 
the number, and proclaims it properly, he is entitled to the pool, 
wholly irrespective of the fact that the number was made, though 
not proclaimed, before. 

13th. Merely touching a pin or shaking it goes for nothing, and 
the pin must be replaced on its spot. To count a pin, it must be 
either knocked down or removed two full inches from the spot on 
which it stood; in which case it shall be counted, even though it 
maintains the perpendicular. 

14th. A player cannot score any count he may have made by play¬ 
ing out of his turn; but if he has made pins enough to burst him 
by such stroke, the loss is established, unless in cases where he was 
called on to play by some other of the players, or the marker, who 
either believed or pretended it was his turn. In such case he 
cannot be burst by his stroke, and he whose turn it was to play, 
plays next in order. 

15th. Pins which have been knocked down by a ball whose course 
has in any wise been illegitimately interfered with, do not count; 
nor can pins knocked down by any other ball, set in motion by the 
same play, be reckoned. 

16th. If a ball jump off the table, and be thrown back by any of 
the bystanders in such a way as to knock down pins, such pins do 


THREE-BALL CAROM GAME 


437 


not count, and the ball must be spotted as aforementioned, and the 
pins replaced. But if any other ball set in motion by the same 
stroke gets pins, the pins so made by the other ball must be 
reckoned. 

17th. If the marker finds that there are any of the private balls 
missing, it is then his duty to announce the number of the missing 
ball; as in no case ean a player having that ball, or more than one 
private ball in his possession, win the pool. His other duties con¬ 
sists of keeping and calling the game at each stroke, and seeing 
that the pins and balls be spotted when and as required. 

18th. A player taking a privilege is entitled to a shot, tp secure 
his stake to the pool. 

THREE-BALL CAROM GAME. 

This game is played with three balls, two white and one red. 

The red is placed on the spot assigned to the deep-red in the 
American four-ball game. At the commencement of the game, 
one of the white balls is placed on the light-red or upper spot, con¬ 
nected with which is a semicircle of six inches radius. The other 
white ball, being in hand, may be played from any part of this 
semicircle, which answers for what in the four-ball game is known 
as “the string.” And whenever the cue-ball is in hand, the player 
has the right of so playing it. 

In France, where the game had its origin, there is no standard 
code of rules to govern it. In this country, the following rules are 
observed : Points are reckoned by caroms, which ordinarily count 
one point each. When more than one point is counted for a carom, 
it is customary to exact a forfeiture of one point for every miss. 

1. The game is begun by stringing for the lead and choice of 
balls, as in the four-ball game, the same regulations governing. 
In “ stringing” the players should endeavor to strike the cue-balls 
simultaneously; and he whose ball stops nearest the cushion at the 
head of the table, shall have the choice of either of playing first, 
or of making his adversary do so—a privilege which thereafter 
shall belong to both players alternately. 

2. Unless a special agreement be entered into between the play¬ 
ers and the table-keeper, the game commonly consists of twenty- 
one points, if each carom counts one only; and of forty-five when 
each cardm counts two, and misses are scored. 


438 


BILLIARDS. 


3. The first to play places his ball in any part of the semicircle 
at his option. He then plays at the ball on the deep-red spot, and 
has no right to hit the white first without having caused his ball 
to touch the cushion at some point outside of the “ string.” 

4. Player No. 2, whose ball has been placed on the spot, plays in 
his turn. On a carom table, he has the right to play on either 
ball, even though both should be within the “string.” On a 
pocket table, it is his privilege to have the red placed on its ap¬ 
propriate spot, or he may elect to play the balls as they are. 
Should he adopt the latter course in this instance, or at any other 
time he .happens to be in hand on a pocket table, he must, before 
hitting either of the balls in the “ string,” cause his own to pass 
outside. 

5. When a player is in hand on a carom table, and the other 
balls are within the “ string,” he may play directly upon either. 
But on a pocket table, he san only play as described in Section 4. 
Furthermore, he must confine his ball to the semicircle, and not 
let the lower half of his body pass beyond the right line which the 
edge of the side cushion would describe if prolonged. 

6. The player must have at least one foot on the floor. 

7. A ball exactly on the “string line” is considered within the 
string. 

8. The carom is good, and the points count for the player, even 
though his ball should be lost; and he continues to play. [A ball 
is considered lost which goes into a pocket, jumps off the table, or 
remains on a cushion.] 

9. A pushing stroke subjects the player to the loss of the point 
or points he may have made by that stroke, and puts his ball out 
of hand. 

10. A player who plays before all the balls have ceased rolling, 
loses his stroke, and his hand is out. 

11. When the cue-ball is in contact with one or more balls, all 
are taken up and placed as at the commencement of the game; 
and the player being considered in hand, continues his play. 

12. If the balls are disturbed accidentally, through the medium 
of any agency other than the player himself,—as, for instance, 
through the interference of his opponent, or the marker, or other 
outside party—they must be replaced and the player allowed to 
play. 


THREE-BALL CAROM GAME. 


439 


13. If in playing, or after having played,the player disturbs any 
ball other than his own, he cannot make a counting stroke, but he 
may play for safety. But if he touches his own ball except with 
the cue, or if he touches it more than once with that instrument, 
the stroke is foul, and he cannot play for safety. 

14. A player has no right to disturb the balls, and ought not to 
do it without the consent of his adversary. 

15. When the cue-ball is very near another ball, the player 
ought not to play without warning his adversary that they do not 
touch, and giving him time to satisfy himself on that point. 

16. Playing with the wrong ball is foul. The rules as to the 
playing with the wrong ball in the four-ball game, are applicable 
to the three-ball game. 

17. Blowing on a ball, or using any other means to alter its 
course or position, is foul. If the player so offending is in play, 
he must yield the table to his adversary, should the latter demand 
it. In all cases, the opposing player shall have the privilege of 
either having the ball or balls replaced, or played with as they 
are. 

18. If a lost ball in being put back on the table, disturbs 
another, the ball so disturbed must be put in its place again by 
the marker or referee, and the player whose turn it is to play shall 
proceed. 

19. The red ball, being lost, and its spot being occupied, shall 
be placed on the “string” spot; if this latter should happen to be 
occupied also, then the red shall be placed on the pool spot at the 
foot of the table. A white ball being lost, and its spot being oc¬ 
cupied, shall be placed on the deep-red spot, or if that is occupied, 
on the pool spot, provided that it is not the turn of the player, 
whose ball is lost, to play. In that case, there is no occasion for 
spotting the lost ball. 

20. On a carom table, a lost white ball that has been placed on 
the “string” spot cannot be moved, after the opposing player 
has played a stroke while the ball was in this position. But on a 
pocket table, where the owner of a white ball that has been lost is 
compelled to play outside of the “ string,” he can, when his turn 
comes, play from any point within the semicircle, provided that his 
ball has not been struck by another. On a pocket table, it is held 
that a ball is in hand until it has been struck or moved from its 


440 


BILLIARDS. 


position, it having been placed on the spot simply to afford the in¬ 
striker a chance to count. On the contrary, on a carom or pocket¬ 
less table, custom has made the rule that a lost ball ceases to be in 
hand after one stroke has been played; and, in consideration of 
this ruling, the player, instead of being allowed to shift the posi¬ 
tion of his ball, is privileged, in this country, to play at any ball, 
irrespective of it being in or out of the “ string,” and regardless, 
also, of whether he stands at the head or at either side of the 
table. 

[Explanation. —The two rules last preceding may be further explained in this wise. 
Either on a pocket or carom table, a hall that rolls on to and occupies the “ string ” 
spot, in the course of play, cannot he moved aside to permit the spotting of a white 
ball that has become “ lost.” The lost ball must be spotted on the dark-red, or the 
pool spot, as directed in Rule 19, if its owner is not entitled to the next play, or within 
the semicircle if he is. But when, on a carom table, a white ball has been placed on 
the “ string ” spot by either player, instead of having rolled thereon, it may be moved 
aside to accommodate a “ lost ” white ball, provided that subsequent to the placing of 
the ball as mentioned no stroke has been played. In marked contrast with this, a white 
ball that has been placed on the “ string ” spot on a pocket table , may be moved aside 
at any time in order to permit the spotting of a “ lost” white ball, provided, always, 
that the first-mentioned ball has not been touched while occupying the spot.] 

21. A player wbo abandons a game declares it lost by so doing. 
DUTIES OF UMPIKES AND EEFEEEES. 

On commencing a game, each principal appoints an umpire, and 
the umpires select a referee, to control the game. The duties of 
umpires is to guard the interests of their principals, and secure 
adherence to rules. "When an improper shot, wrong disposition of 
balls, or other impropriety occurs, the umpire interested calls 
“ foul,” or “ time,” the striker ceases, and the opposing umpire is 
consulted. If the latter allows the claim, the fact is proclaimed, 
and the game proceeds, subject to the penalty. If the umpires dis¬ 
agree, the point is given to the referee, whose decision is final. 
Players may also note deviations from rules, and call upon the 
umpires for a decision. The umpires and referee should be seated 
in an elevated position near the table, so as to be able to observe 
every movement. It is desirable that the referee should sit in the 
centre, and the umpires on either side of him. 


BAGATELLE. 


441 


BAGATELLE. 


Bagatelle is to Billiards, what Draughts is to Chess, and ho 
who plays the superior game seldom practises much at the other. 
Bagatelle is played on a table smaller than that for Billiards, cush¬ 
ioned and circular at one end, and instead of pockets, it has cups 
set flush with the table, into which the ivory balls are driven with 
the cue. These pockets are nine in number in the small table, 
which is about ten feet long, and are set equidistant from each 
other, one in the centre and the others arranged around it, at one 
end of the table. The playing is done from the other end. In the 
larger table, which is from twelve to fourteen feet long, the cups 
are fifteen in number. Each of these is numbered—the centre 
being the highest, and the number of the cup counts for the player 
who puts a ball in it. The accompanying diagram represents a 



fifteen hole table. The balls are nine in number, two colored and 
seven white. In this article we will suppose the game is being 
played upon a nine hole table. 

The several games played on the Bagatelle Board are—La Baga¬ 
telle (usually called the English game), Bagatelle h la Frangais 
(known generally as the French game), Sans Egal, Mississippi, and 
Trou Madame. Besides these, there are the Carom and the Irish 
games. Let us take them in the order here set down. 

















442 


BAGATELLE. 


LA BAGATELLE. 

This game is played by any number of players, from two up¬ 
wards, with nine balls, two of which are usually colored and count 
double. 

The red ball is placed on the spot, a, and the player strikes at it 
With the other colored ball, endeavoring to hole it and his own ball 
by the same stroke. He then plays with the other balls successive¬ 
ly until the whole nine have been sent up the table. 

Any number of rounds may be played as agreed on at the com¬ 
mencement of the game, and he who obtains the greatest score wins 
the game. 

If the ball struck at rebounds from the cushion and passes the 
string line, it is taken up and is considered lost for that round. 
Sometimes two lines, b b and c c, are drawn across the table, one to 
determine the string and the other the lost balls. 

This is an extremely easy game to play, and we have seen some 
persons so extremely dexterous as to be able to fill all the holes, 
with the colored balls in the eight and seven, in a single round. 
The colored balls counting severally sixteen and fourteen, it is pos¬ 
sible to obtain sixty in a single go; or if the red ball were placed 
in the centre hole (the nine) and the black in the eight hole, you 
may even score as many as sixty-two. But such score is very un¬ 
usual ; a hundred in three goes being considered good play. The 
stroke for Bagatelle must be much more easy and gentle than that 
for Billiards; but what we have said with regard to side will apply 
equally to both games. The score is sometimes marked on the 
board itself, by means of pegs and holes along the edges. 

THE FKEHCH GAME. 

The game is usually a hundred up, and may be played by two or 
more players; two or four is the usual number. The score is taken, 
as in La Bagatelle, from the figures marked within the cups. 

The red ball is placed on the spot, and he who has the break 
strikes at it with the other colored ball. If he succeeds in holing 
a ball at the start, he goes on till he fails: his adversary then 
plays, and so on alternately, till the number determined on is ob¬ 
tained. He who first gets that number wins the game. 

. While either of the colored balls remain out of a hole it must be 


SANS EGAL.-MISSISSIPPI.-TEOU MADAME. 


443 


played at, and he who fails to strike it, forfeits five to his adver¬ 
sary. 

Missing a white ball counts one to the opposite party. 

Knocking a ball off the table is usually a forfeit of five, though 
in some rooms no penalty is enforced. 

If a ball lies over a hole, and does not immediately fall into it, 
the adversary may say—“ I challenge that ball;” when, if it drops 
into the cup (from the vibration of the room or table, etc.), it must 
be replaced. This rule also applies to La Bagatelle. 


SANS EGAL. 

This game is not often played, though it is very amusing. It is 
a good game for two players. 

Each player chooses four balls; and the red ball is placed on the 
spot. 

The player who has the lead strikes at the red, and if he hole it, 
adds the number it makes to his score, as well as any losing hazard 
he may make. 

The two players then take alternate strokes, and he who makes 
the greatest number of points in one round wins the game. 

So long as the red ball is in play it must be struck at, under a 
forfeit of five points. 

To hole his adversary’s ball counts against the striker. 


MISSISSIPPI. 


This game is played by means of a bridge placed across the 
board, and a couple of little cushions against the side. Each player 
strikes his ball against one of the cushions, so as to make it rebound 
or carom on to the bridge, each arch of which bears a particular 
number. When the ball passes through the bridge, the player 
reckons the number of the arch to his score; and he who obtains 
the highest number in two or more rounds wins the game. 


TEOU MADAME 

Is played in exactly the same way as Mississippi, except that the 
balls are played direct at the bridge from the string, without the 
small cushions. 


444 


BAGATELLE. 


THE CAROM GAME 

Consists entirely of caroms, and may be played any number up. It 
is played with three balls. There is not much art in making 
caroms on a bagatelle board. 

THE IRISH GAME 

Consists of caroms and winning hazards only. It is played with 
three balls, the carom counting two, and the hazard as many as is 
marked in tho cup. If the player’s own ball falls into a hole, it 
counts to his adversary. 

There are two or three other games on the bagatelle board, but 
they are too simple to need explanation. 

RUSSIAN' BAGATELLE, OR COCKAMAROO 
TABLE. 

The board used for this game is about four feet six inches long, 
and two feet four inches wide, and is lined with green cloth. 

DESCRIPTION OF THE BOARD. 

The hole marked 100 is a cavity for the red ball, to be placed in 

Elevated end of the board, at the commencement of the game only. It 
which is an inclined plane, , , nn , , . . 

lowestat the striking end. counts 100, as marked inside. 

The arch, with the bell suspended, if rung 
by any ball passing through, counts double 
for whatever that ball may score by the 
stroke. If it does not pass through, but 
falls into the cup beneath the bell, it count? 
only as marked, namely, 50. 

The other arches with cups beneath them 
count only as they are marked, namely, 
20 on the sides, and 25 in the centre. The 
pegs are brass pins standing up about lh 
inches in height. On one side of the board 
are slightly indented spots into which the 
balls are projected. At the end are cavi¬ 
ties into which the balls run, and which 
count according to the number placed 
above. 
























RUSSIAN BAGATELLE. 


445 


RULES OF THE GAME. 

1. Commence the game by stringing for the lead, as well as for 
the choice of the halls and side of the board; whoever gets the 
highest number takes the lead. 

2. The leader must place his ball in the cavity on the side of the 
board he selects, and play it up, counting the points he may make 
by the stroke; after which his opponent plays from the opposite 
side of the board, and so on alternately. 

3. When a ball lodges on the board without going into a hole or 
running down to the bottom, the game must be continued with the 
other ball, each player using it alternately. Whoever removes the 
ball so lodged scores the number of points made by both the balls, 
and the game proceeds as at first. Should the balls be lodged on 
the board, that ball which was last stopped must be taken up and 
used to continue the game. 

4. The player continues to lead as long as he can hole his ball in 
any of the cups. 

5. The game to consist of one hundred or more, as may be agreed 
upon at the commencement. 

6. If the player’s ball ring the bell, that is, passes through the 
bell-arch, he scores double the number he would otherwise gain by 
the stroke. 

7. Playing into the top hole marked 100 is the game at once. 

8. Should the ball go round to the opponent’s side, the striker 
loses five points and the lead; or should he play his ball up, and it 
returns without going on the board, he loses one point and the lead 

9. The winner of the game takes the lead in the next. 


4 46 


ROUGE ET NOIR. 


EOUGE ET NOIR. 



This game, which is of comparatively modern origin, is some¬ 
times called trente et quarante* but more generally Rouge et Noir, 
(Red and Black), from the colors marked on the tapis or green 
cloth with which the table is covered. The game is as follows: 

The first parcel of cards played is usually for Noir, the second 
for Rouge, though sometimes the cards are cut to determine which 
shall begin. Any number of persons may play, and risk their 
money on the color they please, placing their stakes on the outer 
semicircle : but after the first card is turned up, no money can be 
staked for that coup. 

The dealer and the croupier being seated opposite to each other, 
the former takes six packs of cards, shuffles and distributes them 
in various parcels to the various players to shuffle and mix. He 
then finally shuffles them, and removes the end cards into various 
parts of the three hundred and twelve cards, until he meets with a 
court card, which he must place upright at the end. This done, he 
presents the pack to the punters, i. e., players, to cut, who place 
* Thirty one and Forty. 




















ROUGE ET NOIR. 


.447 


the court card where the dealer separates the pack, and that part 
of the pack beyond the court card, he places at the end nearest to 
him, leaving the court card at the bottom of the pack. 

The dealer then takes a quantity of cards, about as many as a 
pack, and draws a card, which, after showing to the company, he 
lays on the table: he draws a second; a third, which he places in 
the same row, right and left, until the number of points on the cards 
amount to at least thirty-one ; so that if he should happen to count 
only thirty, he must still draw another. 

The cards retain their nominal value. The ace counts as one 
point; the II, two points; the III, three points; the IV, four 
points; the V, five points; the VI, six points; the VII, seven 
points; the VIII, eight points; the IX, nine points; the X, ten 
points; and the court cards ten points each. 

The first row of cards, of which the number of points are at least 
equal to thirty-one, and cannot consequently pass the number of 
forty, is for the Noir; that is to say, it determines the chance of 
those who have placed their money upon that part of the cloth 
where the black mark is; which is the shape of a diamond. 

The tailleur immediately afterwards draws in the same manner 
another row of cards for the Rouge. 

If he has counted thirty-six points in the first row of cards, he 
calls out, in a loud voice, to the players, six, to avoid the too fre¬ 
quent repetition of the word thirty, which would recur too often, 
but which is well understood; and thirty-five points in the second 
row of cards, which he also announces in like manner by saying 
five. He adds, “Rouge gagne,” red wins; because it is always 
the thirty-one points, or those which more closely approach to them, 
that win. At that moment, the croupiers gather by the aid of their 
rakes all the money which is placed on the Noir, and double all 
that placed on the Rouge, which is withdrawn by the lucky players. 

Hitherto it must be obvious, that the chances between the banker 
and the player are equal; but when the banker, having turned up 
thirty-one for Noir, deals the same number of points (31) for Rouge, 
he is entitled to half the amount of every stake on either color; this 
is termed a refait. 

As the principle of this game requires that the number of points 
dealt for Noir or Rouge should, at least , amount to thirty-one, a 
little reflection suggests to us, that the doctrine whereby the numeri¬ 
cal value of the cards is determinable, precludes the points for Noir 


448 


ROUGE ET NOIR. 


or Rouge exceeding forty, at most , in number, and that the point of 
forty can be made only where the last card dealt out for the Noir or 
Rouge furnishes ten points. On the ground of this suggestion we 
are enabled to establish, that the point of 


40 can happen only where the last card is.... 10 

39 may occur. 9 or 10 

38.either 8, 9, or 10 

37. 7, 8, 9, or 10 

36. 6, 7, 8, 9, or 10 

35.5, 6, 7, 8, 9, or 10 

34. 4, 5, 6, 7, 8, 9, or 10 

33. 3, 4, 5, 6, 7, 8, 9, or 10 

32.2, 3, 4, 5, 6, 7, 8, 9, or 10 

but that 31.1, 2, 3, 4, 5, 6, 7, 8, 9, or 10 


Now as effects are produced in ratio to the number of their causes, 
we see that of the points investigated from thirty-one to forty in¬ 
clusive, some will happen more frequently than others : and hence, 
as the peculiarity of this game attaches the same numerical value 
to a King, to a Queen, or a Knave, as is incident to a ten usually 
so known, by adding three to the number of causes by which each 
point is producible as above, we are furnished with a fundamental 
rule, that where the point of 


31 happens .. 

32 will occur 

33 . 

34 . 

(A) 35. 

36 . 

37 . 

38 . 

39 . 

40 . 


(10 + 3) or 13 times 
(9 + 3) or 12 “ 

(8 + 3) or 11 “ 

(7 + 3) or 10 “ 

(6 + 3) or 9 “ 

(5 + 3) or 8 “ 

(4 + 3) or 7 “ 

(3 + 3) or 6 “ 

(2 + 3) or 5 “ 

(1+3) or 4 “ 

85 


Two of these points being necessary to constitute a coup , which 
may be identical in the numerical amount of Noir and Rouge, we 
find by multiplying the proportional times of the occurrences into 
themselves, that where the ref ait of 























ROUGE ET NOIR. 


449 


(B) 


31 and 31 happens. 

... (13 2 ) 

or 

169 times. 

32 and 32 will occur ... 

... (12 2 ) 

or 

144 

(« 

33 and 33. 

... (II 2 ) 

or 

121 

tt 

34 and 34. 

... (10 2 ) 

or 

100 

tt 

35 and 35. 

... (9 2 ) 

or 

81 

it 

36 and 36. 

... (8 2 ) 

or 

64 

tt 

37 and 37. 

... (7 2 ) 

or 

49 

tt 

38 and 38. 

... (6 2 ) 

or 

36 

tt 

39 and 39. 

... (5 2 ) 

or 

25 

tt 

40 and 40. 

... (4 2 ) 

or 

16 

tt 




805 



And on the same principle of calculation, we deduce that the 
square of 85, the sum of the number of proportional occurrences 
illustrated in (A), will give the quantity of times in which all the 
events, identical or differing in their results, will be produced in 
virtue of the number of causes previously shown to belong to each. 

Thus, in (85 2 ) or 7225 coups, where the point of 

31 and 31 happens_(13 x 13) or 169 times. 

31 and 32.(13x12) or 156 “ 

31 and 33.(13x11) or 143 “ 

31 and 34.(13x10) or 130 “ 

31 and 35.(13 x 9) or 117 “ 

31 and 36.(13 x 8) or 104 “ 

31 and 37.(13 x 7) or 91 “ 

31 and 38.(13 x 6) or 78 “ 

31 and 39.(13 x 5) or 65 “ 

(C) 31 and 40.(13 x 4) or 52 “ 

32 and 31.(12 x 13) or 156 “ 

32 and 32.(12x12) or 144 “ 

32 and 33.. (12 x 11) or 132 “ 

32 and 34. (12x10) or 120 “ 

32 and 35.(12 x 9) or 108 “ 

32 and 36.(12 x 8) or 96 “ 

32 and 37.(12 x 7) or 84 “ 

32 and 38 .. . .(12 x 6) or 72 “ 

32 and 39.(J2x 5) or 60 “ 

32 and 40.(12 x 4) or 48 “ 

33 and 31.(11x13) or 143 “ 
































450 


ROUGE ET NOIR. 


33 and 32 happens 

33 and 33. 

33 and 34. 

33 and 35. 

33 and 36. 

33 and 37. 

33 and 38. 

33 and 39. 

33 and 40. 

34 and 31. 

34 and 32. 

34 and 33 . 

34 and 34. 

34 and 35. 

34 and 36. 

34 and 37. 

34 and 38. 

34 and 39. 

34 and 40. 

35 and 31. 

35 and 32. 

35 and 33. 

35 and 34. 

35 and 35. 

35 and 36. 

35 and 37. 

35 and 38. 

35 and 39.. 

35 and 40.. 

36 and 31. 

36 and 32.. 

36 and 33. 

36 and 34. 

36 and 35. 

36 and 36. 

36 and 37. 

36 and 38. 

36 and 39. 

36 and 40. 

37 and 31. 


(11 x 12) 

or 

132 times. 

(11 x 11) 

or 

121 

(t 

(11 x 10) 

or 

110 

(i 

(11 X 

9) 

or 

99 

u 

(11 X 

8) 

or 

88 

it 

(11 X 

7) 

or 

77 

it 

(11 X 

6) 

or 

66 

it 

(11 X 

5) 

or 

55 

it 

(11 X 

4) 

or 

44 

it 

(10 x 13) 

or 

130 

it 

(10 x: 

12) 

or 

120 

it 

(10 x: 

LI) 

or 

110 

it 

(io x; 

L0) 

or 

100 

tt 

(10 x 

9) 

or 

90 

it 

(10 x 

8) 

or 

80 

tt 

(10 x 

7) 

or 

70 

a 

(10 x 

6) 

or 

60 

tt 

(10 x 

5) 

or 

50 

a 

(10 x 

4) 

or 

40 

a 

(9 x 

13) 

or 

117 

a 

(9 x 

12) 

or 

108 

a 

(9 x 

11) 

or 

99 

a 

(9 x 

10) 

or 

90 

it 

(9 x 

9) 

or 

81 

a 

(9 x 

8) 

or 

72 

tt 

(9 x 

7) 

or 

63 

it 

(9 x 

6) 

or 

54 

tt 

(9 x 

5) 

or 

45 

tt 

(9 x 

4) 

or 

36 

tt 

(8 x 

13) 

or 

104 

tt 

(8 x 

12) 

or 

96 

tt 

(8,x 

11) 

or 

88 

tt 

(8 x 

10) 

or 

80 

tt 

(8 x 

9) 

or 

72 

tt 

(8 x 

8) 

or 

64 

tt 

(8 x 

7) 

or 

56 

tt 

(8 x 

6) 

or 

48 

tt 

(8 x 

5) 

or 

40 

tt 

(8 x 

4) 

or 

32 

tt 

(7 x 

13) 

or 

91 

tt 









































ROUGE ET NOIR, 


451 


37 and 32 happens .. 

.... (7 x 12) or 84 times. 

37 and 33. 

.... (7x11) or 77 

u 

37 and 34. 

.... (7 x 10) or 70 

44 

37 and 35. 

... (7 x 9) or 63 

44 

37 and 36. 

.... (7 x 8) or 56 

44 

37 and 37. 

.... (7 x 7) or 49 

44 

37 and 38 . 

.... (7 x 6) or 42 

44 

37 and 39. 

.... (7 x 5) or 35 

44 

37 and 40. 

.... (7 x 4) or 28 

44 

38 and 31. 

.... (6 x 13) or 78 

44 

38 and 32. 

... . (6x12) or 72 

44 

38 and 33. 


44 

38 and 34. 


44 

38 and 35. 


44 

38 and 36. 

.... (6 x 8) or 48 

44 

38 and 37. 

.... (fix 7) or 42 

44 

38 and 38. 


44 

38 and 39. 


44 

38 and 40. 


44 

39 and 31. 

.... (5 x 13) or 65 

44 

39 and 32. 


44 

39 and 33 . 

.... (5x11) or 55 

44 

39 and 34 . 


44 

39 and 35 . 


44 

39 and 36 . 

_ (5 x 8) or 40 

44 

39 and 37 . 


44 

39 and 38 . 

_(5 x 6) or 30 

44 

39 and 39. 

_(5 x 5) or 25 

44 

39 and 40. 

.(5 x 4) or 20 

44 

40 and 31. 

.... (4 x 13) or 52 

44 

40 and 32. 

.... (4 x 12) or 48 

44 

40 and 33 .— . 

.... (4 x 11) or 44 

44 

40 and 34 . 

.... (4 x 10) or 40 

44 

40 and 35 . 

.... (4 x 9) or 36 

44 

40 and 36 . 

.... (4 x 8) or 32 

44 

40 and 37 . 

.... (4 x 7) or 28 

44 

40 and 38 . 

.... (4 x 6) or 24 

44 

40 and 39 . 

.... (4 x 5) or 20 

44 

40 and 40 . 

.... (4 x 4) or 16 

44 










































452 


ROUGE ET NOIR. 


In these 7225 eonps there are to be found, according to (B), 805 

ref aits, which amount to one refait in every 7 or 8 

\ 805 / 

coups, or about 7 in 2 tailles, calculating each taille to average 29 
coups. 

Now from formula (C) we ascertain the chances of the occur 
rence of any refait. Thus, the odds against the refait of 


40 are (7225— 16) : 16, or about. 450 to 1 

39 are (7225 — 25) : 25, “ “ 290 to 1 

38 are (7225— 36) : 36, “ “ 199 to 1 

37 are (7225— 49) : 49, “ “ 146 to 1 

36 are (7225— 64) : 64, “ “ Ill to 1 

35 are (7225— 81) : 81, “ “ 89 to 1 

34 are (7225—100) : 100, “ “ .... 71 to 1 

33 are (7225—121) : 121, “ “ 58 to 1 

32 are (7225—144) : 144, “ “ 49 to 1 

31 are (7225—169) : 169, “ “ 41 to 1 


And thus we find that an apres or refait of 31 must happen in the 
course of 41 or 42 actual coups, in which, however, are included 
those other refaits which are null and void. 

Consequently we deduce that the refait of 31 occurs in every 

, or 38 or 39 material coups, or twice in every three 

tailles, where each taille averages from 29 to 31 coups. An imma¬ 
terial or material refait happening once in each 7 or 8 coups, thus: 
7225—805 
805 * 


7225—805\ 
> 169 ) 


N. B. The advantage, therefore, accruing to the banker over the 
player from the chance of the refait of 31 (whereby all parties for¬ 
feit half their stakes) is [as 38 : h :: 1000 : (100& \ g trifle less than 


I £ per cent., or 


as 100 : U :: 20 


(20) If 

100 


on all the moneys staked. 


After the cards for Noir have been dealt, the odds against or in 
favor of the player who has staked upon Rouge, varying according 
to the numerical amount declared for the adverse chance, may be 
estimated by reference to (A). 

With respect to the case where the first point is 31, the calcula- 















ROUGE ET NOIR. 


453 


tion is only of comparative loss, it being evident that the player 
cannot win or save more than half the amount of his venture. Con¬ 
sequently, the odds are (85—13) : 13, or 72 : 13; viz., : 1, that 
the player do not recover half his stake. 

By the same process we find the odds in each case respectively 
to be, 

First, 85—(13 + 12) : 13, or 60 : 13. Second, 85—(13 + 12) : (13 
+ 12), or 60 : 25. 

Viz., where the point is 32, it is 4-j a 3 - : ], that he does not win; 
and 2| : 1, that he loses. 

First, 85-^(13 + 12 + 11): (13 + 12), or 49 : 25. Second, 85—(13 + 
12 + 11) : (13 + 12 + 11), or 49 : 36. 

Viz., where the point is 33, it is : 1, that he do not win; and 
1| : 1, that he lose. 

First, 85—(13 + 12 + 11 + 10) : (13 + 12 + 11), or 39 : 36. Second, 
(13 + 12 + 11 + 10) : 85—(13 + 12 + 11 + 10), or 46 : 39. 

Viz., where the point is 34, it is 1 : -fe 1, that he do not win; and 
1^9 : 1, that he draw or win. 

First, (13 + 12 + 11+10 + 9 : 85—(13 + 12 + 11 + 10 + 9, or 55 : 30. 
Second, (13 + 12 + 11 + 10) : 85—(33 + 12 + 11+ 10 + 9), or 46: 30. 

Viz., where the point is 35, it is If : 1, that he do not lose ; and 
1 jjj : 1, that he win. 

First, (13 + 12 + 11 + 10+9 + 8) : 85—(13 + 12 + 11+ 10+9 + 8), or 
63 : 22. Second, (13 + 12 + 11 + 10+9) : 85—(13 + 12 + 11+ 10 + 9 
+ 8), or 55 : 22. 

Viz., where the point is 36, it is 2£§ : 1, that he do not lose; and 
5 : 2 that he win. 

First, (13 + 12 + 11 + 10+9+8+7) : 85—(13 + 12 + 11+ 10+9 + 8 
+7), or 70 : 15. Second, (13 + 12 + 11 + 10 + 9 + 8) : 85—(13 + 12 + 
H + 10 + 9 + 8 + 7), or 63 : 15. 

Viz., where the point is 37, it is 4| : 1, that he do not lose; and 
4f : 1, that he win. 

First, (13 + 12 + ll + 10 + 9 + 8 + 7 + 6):85—(13 + 12 + 11 + 10 + 9 + 

8 + 7 + 6), or 76 : 9. Second, (13 + 12 + 11 + 10 + 9 + 8 + 7) : 85—(13 
+ 12 + 11 + 10 + 9 + 8 + 7 + 6), or 70 : 9. 

Viz., where the point is 38, it is 8^ : 1, that he do not lose; and 
7f : 1, that he win. 

First, (13 + 12 + 11 + 10 + 9 + 8 + 7 + 6 + 5) : 85—(13 + 12 + 11 + 10 + 

9 + 8 + 7 + 6 + 5), or 81 : 4. Second, (13 + 12 + 11 + 10 + 9 + 8+7 + 
6), : 85—(13 + 12 + 11 + 10 + 9 + 8 + 7 + 6 + 5), or 76 : 4. 


454 


ROUGE ET NOIR. 


Viz., where the point is 39, it is 201 : 1, that he do not lose; and 
19 : 1, that he win. 

And, where the point is 40, it being evident that the player can¬ 
not lose, we find, (13 + 12 + 11 + 10 + 9 + 8 + 7 + 6 + 5), : 85—(13 + 12 
+ 11 + 10+9 + 8 + 7 + 6 + 5 + 4), or 81 : 1, that he win. 

From these data may be deduced, as a matter of curiosity, the 
just proportions which the banker may give or receive by com¬ 
position for the moneys ventured upon the knowledge of the first 
point. 

Of course, the compositions here spoken of are only to be made 
from the proportions established above, as long as the cards for 
Noir are alone played ; for were any cards for the opposite color 
already appearing, the situation of the game would be altered. 
And this leads us to observe that the last card of the talon or pack 
ought not to count, because it is known; and as we may speculate 
on the last coup, the equality of the game would be destroyed from 
this circumstance, that whenever the last coup finishes with the last 
card, it is almost always probable that Rouge will win; for by 
reference to the calculations in pages preceding, it is evident that 
there are a greater number of last cards capable of furnishing a 
low than a high coup. 

From the observations above, it must be obvious that there exist 
no means for winning with certainty, or even for diminishing the 
slightest portion of the banker’s advantage. In the long run, 
events are balanced, and the banker having more chances in his 
favor than the player has, the former must necessarily win. Thus, 
if a player has been fortunate enough to win a considerable sum on 
one coup, it will dwindle away in detail: and vice versa , what he had 
won in detail, a la martingale, he would lose en grus ; for this reason 
—that of whatever number of coups the martingale may be com¬ 
posed, it will break in a proportion equal to what it may produce. 

The number of combinations that may be composed in a series of 
26 coups is immense. There are no less than 67,108,864 different 
ways in which a taille consisting of 26 coups may happen. 

Thus,whatever way we may determine on, there are (67,108,864 —1) 
other ways, all equally possible. In this number, there is but one 
chance for Noir winning, and one chance for Rouge ; one that there 
may be no interruption commencing with Noir , and one that there 
may be no interruption commencing with Rouge. It is possible 
that by dint of tailles these events may sometimes occur; but the 


ROUGE ET NOIR. 


455 


period in which we may reasonably look for them is too long; for 
supposing 10 tailles per diem, it would require a space of 18,500 
years to see them once happen. 

If a player has had the good fortune to double, triple, or quadruple 
his martingale, we must not imagine that his system of play is better 
tnan another, since it is in reality but the same degree of luck as the 
winning of a paroli et sept et le va, seven times the original stake. 

Every progression comes to the same thing ; and that which in¬ 
creases the most is nothing more than deeper play. He who 
imagines that he is only staking a dollar because the first coup 
of his martingale commenced with that sum, is in reality playing 
more deeply than he conceives; for instance, if the martingale has 
run six coups, and that it amounts to 120 dollars every coup, one 
with another will amount to 5^ dollars; so that if without doubling 
he had played each coup 5gr dollars, it would have come to the 
same thing, and in the long run, he would lose as much one way as 
the other. This does not, however, exclude the possibility of win¬ 
ning momentarily , because in a small number of coups, the advan¬ 
tage of the banker is comparatively trifling, but in the long run, the 
player will pay dearly for his amusement; and we hope that the 
mathematical analysis which we have given of this game, which 
holds the first rank in the gaming houses of Europe, will convince 
the most skeptical of our American readers who may chance to 
visit Baden-Baden, or other celebrated European gambling estab¬ 
lishments, of the impossibility of combining any system for winning, 
and put them upon their guard against those designing knaves ever 
on the alert to entrap the unwary by the glittering temptation of a 
system which they impudently assert requires but the risk of a small 
capital to gain millions. 

EXPLANATION OF THE TERMS USED AT ROUGE ET NOIR. 

Tailleur .—The dealer or banker. 

Fausse Taille .—Is when the dealer commits a fault, which sub¬ 
jects him to double all the money staked. 

Martingale .—A mode of play which consists in staking double 
the amount of the money lost. 

Paroli .—Double the sum staked the first time. 

Refait de Trente et Un .—A coup by which the banker wins one- 
half the money staked, and is effected by dealing 31 for each 
color. 


456 


FRENCH ROULETTE. 


Ref ait.- Is when the banker deals the same sum for both colors 
from 32 to 40. 

Sept et Le Va .—Seven times the amount of the sum first staked. 

Taille .• -Is made when the banker has dealt out all the cards. 

Figure .—The name given to the kings, queens, and knaves. 

Point .—The number which results from the sums of the cards 
dealt by the banker. 

Noir .—The color for which the first points are dealt by the 
banker. 

Rouge .—The color for which the banker deals the points after 
those for black. 

Croupier .—The banker’s assistant. 

Punter .—Those who play against the banker. 


FRENCH ROULETTE. 

The form of the table used for this game is an oblong square, 
covered with green cloth, in the centre of which there is a round 
cavity, around the sides of which, equidistant one from the other, 
are ranged several bands of copper, which, commencing at the top, 
descend just to the extremity of the machine. In the centre of this 
cavity, which is movable, is formed a circular bottom containing 
38 holes, to which the copper bands are attached, and upon which 
are painted alternately, in black and red, 36 numbers, from 1 to 36, 
a zero (0), and a double zero (00). 

In the middle is a copper moulinet, surmounted by a cross, which 
serves to impress the bottom with a rotary motion. 

There is a banker, and several assistants—the number of players 
is unlimited. 

One of the assistants sets the machine in motion, throwing at the 
same instant an ivory ball into the concavity in an opposite direc¬ 
tion to the movement he has given to the movable bottom. The 
ball makes several revolutions with great velocity, until, its mo¬ 
mentum being exhausted, it falls into one of the 38 holes formed by 
the copper bands. It is the hole into which the ball falls that de¬ 
termines the gain or the loss of the numerous chances which this 
game presents. 



Impair. Manque. Eouge. 1 _ Impair. . Manque. Eouge. 


FRENCH ROULETTE 


457 




98 

98 

f8 


88 

68 

X8 


08 

65 

85 


IZ 

95 

95 


fZ 

85 

55 


17, 

05 

6X 


81 

il 

9X 


QX 

fl 

8X 


5X 

XX 

OX 


6 

8 

l 


9 

9 

f 


8 

5 

X 



0 0 | O 


0 

1 

0 0 

1 

2 

3 

4 

5 

6 

7 

L s 

9 

10 

11 

12 

13 

14 

15 

16 

17 

18 

19 

20 

21 

22 

23 

24 

25 

26 

27 

28 

29 

30 

31 

32 

83 

34 

85 

36 



FRENCH ROULETTE TABLE. 


Pair. Passe. Noir. I--1 Pair. Passe. Noir. 































































































458 


FRENCH ROULETTE. 


To the right and left of the moulinet are figured on the green 
cloth, for the accommodation of the players, the 36 numbers and 
the zeros, simple and double. The "other chances are also desig¬ 
nated on the green cloth divergent from its centre ; on one side 
Vimpair, la manque, and rouge; and on the opposite, pair, passe, 
and noir. The impair wins when the ball enters a hole numbered 
impair; the manque, when it enters a hole numbered 18, and all 
those under that number; the rouge wins when the ball enters a 
hole of which the number is red, and vice versa. 

French Roulette affords seven chances; comprising that of the 
numbers, and the latter chance divides itself into many others, of 
which we shall give a brief detail. 

The player stakes upon the chances. He may select any sum he 
pleases, or that the banker allows. 

The player who puts his money on one of the numbers or the 
zeros painted on the green cloth, receives thirty-five times the 
amount of his stake should the ball fall into the corresponding num¬ 
ber or zero in the interior of the roulette. 

The player who plays on the numbers, may play the first twelve, 
the middle twelve, and the last twelve. If the ball enters one of the 
twelve numbers corresponding to those on the green cloth on which 
the player has staked his money, he is paid three times the amount 
of his stake. 

To play the Colonnes, the player stakes his money in the 
square placed at the foot of each column marked on the green 
cloth; and in the event of the ball entering one of the holes corre¬ 
sponding to the numbers of the column, he wins three times his 
stake. 

Again, he may equally, at his pleasure, play two, three, four, 
six numbers, and he wins and loses, in the same proportion, eight¬ 
een times his stake for two numbers, twelve times for three numbers, 
nine times for four numbers, and six times for six numbers, and the 
rest in proportion. The player who may have put his money on one 
or the other of the six chances, wins double his stake, if the chance 
arise. If, then, a ball enter a hole, of which the number is 36, the 
banker pays double all the following chances, passe, pair, and 
rouge, and likewise thirty-five times the amount of the sum staked 
upon the number thirty-six, and of course draws to the bank all 
the chances placed on the other chances. 

If the ball enter a hole numbered 18 noir, the banker pays the 


FRENCH ROULETTE. 


459 


player double the amount of the stakes placed on the following 
chances, la manque, l’impair, and noir, and thirty-five times the 
amount of the stake placed upon the number 17, and draws to the 
bank all the money placed on the other chances. 

Of all the games of chance at present in vogue, Roulette is un¬ 
questionably the most disadvantageous to the player, for the bank’s 
mean chance of winning is— 

■jfg or nearly 8 per cent, on a single number, 
ft or nearly 6f per cent, on either of the 12 numbers, or the 
colonnes. 

if or nearly 5 per cent, upon two numbers. 

§| or nearly 6f per cent, upon three numbers. 

If or nearly 7 per cent, upon four numbers. 

If or nearly 7 per cent, upon six numbers. 

If or nearly 5 per cent, upon the passe, pair, manque, impair, 
rouge et noir. 

And hence it is against the player upon the 


1st chance. 

.37 

to 

1 

2d 

do. 

.13 

to 

6 

3d 

do. 

.18 

to 

1 

4th 

do. 

...HI 

: to 

1 

5th 

do. 

.17 

to 

2 

6t.h 

do. 

.16 

to 

3 

7th 

do. . 

.10 

to 

9 


When, however, the numbers are all filled up, as the bank only 
pays the winner thirty-five times his stake, it clears three; thus, 
supposing thirty-eight dollars to be staked, and that the ball is 
thrown twice in a minute, the gain of the bank, without incurring 
the slightest risk, would be six dollars per minute, or three hundred 
and sixty per hour. Although, in whatever way you play, the 
chances are always in favor of the bank, still its risk varies in ratio 
to the number of chances which are not filled up; for instance, 
were only ten numbers filled up, and that the ball were to enter one 
of them, the bank would, in that case, lose thirty-four, and only 
win eight; whereas, when all the numbers are filled up, it wins 
three, without risking a cent. 

The single and double zeros are bars, where stakes are placed 
upon th^ colors. When the ball enters the single zero, all bets 
upon the black neither win or lose, because the figure is painted 
black, and the same rule applies to the double zero. 









Red. Black, 


480 


AMERICAN ROULETTE, 


AMERICAN ROULETTE. 


I-iojg 

I ">! 8 

I J0 J 8 

t-ioj s 

S3 

IZ 

ft 

81 

93 

S3 

3t 

It 

fZ | 

83 

01 

6 

33 

13 

8 

1 

03 

61 

9 

S 

81 | 

11 

f 

8 

91 

St 

3 

l 

00 

•9l§Bg; 

0 



0 

Ea 

gle. 

0 0 

1 

2 

15 

16 

8 

4 

17 

18 

5 

6 

19 

20 

T | 

8 

21 

22 

9 

10 

23 

24 

11 

12 

25 

| 26 

13 

14 

27 

| 2S 

3 fori 

3 for 1 

3 for 1 

3 fori 


AMERICAN ROULETTE TABLE. 


Red. Black. 


















































AMERICAN ROULETTE.-E. O. 


461 


Tnis game is played as tlie French Roulette just described, but 
is much more common, sporting men preferring a twenty-eight to a 
thirty-six Table, because its per centage against the player is much 
stronger. In French or Thirty-six Roulette, the single 0 and 00 
are sometimes bars; but in a twenty-eight, the single 0, double 00, 
and eagle are never bars ; but when the ball falls into either of them, 
the banker sweeps every thing upon the table, except what may 
happen to be bet upon either one of them, when he pays twenty- 
seven for one, which is the amount paid for all sums bet upon any 
single figure. 

The odd figures are painted black, and the even red, and as they 
are equal in number, all bets made upon black or red are paid even, 
i. e., dollar for dollar. All bets made at the foot of a column are 
paid three for one ; other divisions are marked off upon the cloth, 
embracing a certain number of figures, for which eight for one is 
paid, and for all bets placed upon any single figure, or upon the 
single 0, double 00, or eagle, twenty-seven for one are paid. 

The money bet must be placed upon the figure or place selected 
before the ball moves, or has ceased to roll. 


E. O. 

An E. O. table is circular in form, but of no exact dimensions, 
though in general about four feet in diameter. The extreme cir¬ 
cumference is a kind of counter, or depot, for the stakes, marked 
all round with the letters E and O; on which each adventurer 
places money according to his inclination. The interior part of 
the table consists, first, of a kind of gallery, or rolling-place, for 
the ball, which, with the outward parts above, called dep6t, or 
counter, is stationary or fixed. The most interior part moves upon 
an axis, or pivot, and is turned about with handles, whilst the ball 
is set in motion round the gallery. This part is generally divided 
into forty niches, or interstices, twenty of which are marked with 
the letter E, and the other twenty with the letter O. The lodging 
of the ball in any of the niches distinguished by those letters, de¬ 
termines the wager. The proprietors of the tables have two bar^- 
holes, and are obliged to take all bets offered, either for E or 0 ; 
but if the ball falls into either of the bar-holes, they win all the 



462 


MONTE. 


bets upon the opposite letter, and do not pay to that in which it 
falls; an advantage in the proportion of 2 to 40, or 5 per cent, in 
their favor. 


MONTE. 

This is the national game of the Mexicans, and is extensively 
played in California; but all attempts to establish it on this side 
of the Continent have signally failed. It is played with cards made 
expressly for the game, and which are known as monte cards. 
They are thinner than other cards, and number but thirty-two, as 
in euchre, those of the same denomination being discarded. 

The monte banker, or dealer, must have the whole of his bank, 
or money which he risks at the game, in sight upon the table. 
After shuffling the cards, which is done in a peculiar manner, from 
the bottom of the pack, he deals out two, one at a time, and places 
them side by side upon the table, with their faces up. This is called 
the “ lay-out ,” and upon these cards the players place their bets. 

The two cards thus constituting the lay-out may be, for example, 
a king and a ten, upon either of which the player may place his 
money; the bets being made, the dealer turns up the pack, exposing 
the bottom card, which is called the port card. Now, if this card 
happen to be of like denomination to either one of the lay-out 
cards, the dealer takes the money which may have been bet upon it. 

We will suppose the port card to be a king—the dealer, having 
taken the money upon it, removes the king, and puts another card, 
taken from the pack, in its stead. Suppose that card to be an aCe; 
the players having again made their bets, the dealer proceeds with 
the game, which he does by taking the cards from the top of the 
pack and throwing them face up upon the table. In thus dealing, 
if the ten shows before the ace, the ace wins, and the ten loses, 
when the cards are again shuffled, and dealt as before. 

The lay-out is not confined to two cards, but may be four, or 
more, as desired. 

In this game, the limit is the bank, the player having the right, 
at any time, to bet the whole amount, which is called “tapping the 
bank,” which the player indicates by turning over the card upon 
which he bets, and placing his money thereupon. 



GAME OP SPOTS.-FRENCH WHIST. 


463 


GAME OF SPOTS. 


This is an American game, and is said to have been invented by 
a citizen of New York. Although exceedingly simple in its details, 
it requires good judgment to play it skilfully. 

The deal is determined by a cut , and is won by the lowest num¬ 
ber of spots, so that a deuce is superior to an ace or a court card. 
Five cards are then dealt, one at a time, as in cribbage, when the 
eldest band leads off, and the card thus played may be taken by any 
card having a greater number of spots. The winner of the trick 
then plays, as in All-Fours, and thus the game proceeds, until all 
the cards have been played, when each player counts the number of 
spots upon the cards be has won, and he who has the greater num¬ 
ber wins. 

Face cards, having but one spot, may be taken by a deuce or any 
other card having two or more spots. 

Tricks can be won only by a higher number of spots, therefore 
ties belong to the player who leads. 

In playing, lead off your lowest cards, reserving your high cards 
for the last plays. 

The game is usually played by two persons, but may be played by 
three or four, and with five or six cards, as agreed upon. 


FRENCH WHIST. 

This game is more interesting and exciting than ordinary Whist, 
is played in the same way, and is subject to the same rules, with the 
following exceptions: — 

The points in the game are forty (40), instead of ten (10). 

The honors count for those who win them, and not for those who 
originally held them. 

The most important card is the ten of diamonds, inasmuch as it 



464 


SIXTY-SIX. 


counts ten in the game for those who win it. It is not played as a 
trump, but as other cards are played, therefore extraordinary skill 
and judgment are to be exercised in order to secure it. 

The tricks count the same as in the old English Whist. 


SIXTY-S IX. 

This favorite German game is now extensively played in the 
United States, and is becoming quite popular with all classes who 
seek amusement in cards. In its principal features, it is similar to 
Besique. 

It is played with twenty-four cards—viz., the aces, tens, kings, 
queens, jacks, and nines of each «uit; the cards ranking in value 
in the order named above—trumps being the superior suit, as at 
Whist, or All-fours. 


HOW THE GAME IS PLAYED. 


Three players may engage in this game, but it is usually played 
by two. Six cards are dealt to each player, three at a time, when 
the trump is turned up and laid upon the table—not upon the deck, 
as in other games. The non-dealer then leads, and the winner of 
the trick takes the top card from the pack and adds it to his own 
hand, his adversary doing the same with the next card; the winner 
of the trick then leads, and they both proceed as before, each player 
taking a card from the pack, until they are exhausted, or the trump 
turned down, as hereafter explained. 

The game consists of nine points, or any other number, as 
agreed upon, and they are made in the following manner: 

The first player making sixty-six with each hand, counts one 
point. 

The player who makes sixty-six before his opponent makes 
thirty-three, scores two points. If one player makes sixty-six be¬ 
fore the other wins a trick, he marks three points. 

The cards count as follows to the winner of the tricks: 


The ace counts.11 

The ten.10 

The king. 4 


The queen. 3 

The jack. 2 

The nine-spot has no value. 









HOW THE GAME IS PLAYED. 


465 


Holding the king and queen of trumps, and their being called or 
shown by the leader, when one of them is led, counts 40 to the 
holder, though he may lose the trick. The count may be called at 
the first lead, but cannot be counted, until the player calling has 
won a trick. 

The holder of the king and queen of any other suit counts 20. 

When a player is confident of making sixty-six with his hand, he 
may turn down the trump at any stage of the hand, and after the 
trump is so turned down, no more cards can be taken from the deck 
during that round. 

The trump may be turned down by either player having the lead, 
after the first trick. The player not having the lead cannot turn 
down the trump. 

Unless the player turning down the trump makes sixty-six, his 
opponent will count two points. 

The player having the nine-spot of trumps, may exchange it for 
the trump turned up, after he has won a trick. He may make the 
exchange even after his adversary has turned down the trump, but 
the exchange must be made at the moment the trump is so turned 
down. 

The player having the nine of trumps, may exchange the trump, 
and play the card taken up, without turning down the discarded 
nine-spot. 

When a player has not the suit led, he must take the trick with 
a trump, if he has one. 

Before the trump card is turned down, neither player is com¬ 
pelled to follow suit, even though trumps be led, nor need he take 
the trick, but as soon as the trump is turned, he must not only fol¬ 
low suit, but take the trick, if possible. 

After all the cards are drawn, except the trump card and another, 
the player who took the last trick takes the last unexposed card, 
and the other takes the trump; then the player having the nine of 
trumps, may exchange it for the trump card, and if he took the 
last trick, he may also take the unexposed card, his adversary 
taking the nine of trumps just discarded. The cards being all 
drawn and played, and neither player being able to count sixty-six, 
the last trick counts ten to the player winning it, in addition to the 
value of the cards in the trick. 

If a card, not trump, be led, and the other player holds a smaller 
card of the same suit, but not a better card, he must play it. In all 


466 


SIXTY-SIX. 


other cases, after the trump is turned down, the second player must 
take the trick, if he can. 

When a player turns down the trump, before his opponent has 
won a trick, and neglects to make the count immediately, his 
adversary may count three points. 

Should a player call sixty-six, when his cards will not count them, 
his opponent scores two points. 

Either player may examine the last trick, but none other, until 
the round is completed. 

When a player announces “ sixty-six,” all the cards unplayed 
are void, and the round is ended. 

In case the cards are all played out, and each player can count 
but 65, the point is determined by the complexion of the next hand, 
which not only scores on its own account, but also decides the pre¬ 
ceding one point. 

The deal is determined by cutting—the highest card winning. 

HINTS AND CAUTIONS TO PLAYERS. 

Avoid playing a card which leaves in your hand a solitary ten- 
spot, lest you are compelled to sacrifice it on an ace. 

The deal is not considered an advantage, as the non-dealer has 
the choice of leads. 

Be in no haste to count your 40 or 20’s, but retain them in your 
hand until you make sixty-six, counting them in, then play them, 
and count out. 

The player who holds the nine of trumps, when a better card is 
turned up, should not exchange it for the trump card, lest his oppo¬ 
nent captures the better card, and thus adds to his game. 

Be careful and turn down the trump as early as possible when 
certain of sixty-six. 

Endeavor to force your opponent’s trumps, so that you can get 
the command of his hand, preparatory to turning down the trump 
card. 

Remember your own game, as well as your opponent’s. 

Break up your opponent’s 40 or20’s whenever you can. 

It is preferable to retain your kings and queens in hand as long 
as possible, so that, in case you draw their companions from the 
pack, you may count the 40 or the 20’s. 


QUADRILLE. 


467 


QUADRILLE. 

Gaming, like every 'king else in this sublunary world, is subject 
to the caprices and vicissitudes of fashion. Thus Quadrille, which 
for upwards of a century held the first rank in all the fashionable 
circles of Europe, is now completely banished from them, and is 
rarely or ever seen in the United States, unless in the drawing¬ 
rooms of some of our French residents, where it continues still to 
faire les delices of a few dowagers. It is played by four persons, 
with forty cards ; the four Tens, Nines, and Eights are discarded 
from the pack; the deal is made by distributing the cards to each 
player, three at a time, for two rounds, and once four to each, be¬ 
ginning with the right-hand player, who is the elder hand. 

The stakes consist of red and white checks, the former represent¬ 
ing ten of the latter, and are distributed among the players, who 
agree upon the value thereof and upon the number of tours, which 
are usually ten. After the trump is named, the right-hand player 
leads ; and should the ombre, either alone or with a friend, win all 
the tricks, he gains the vole, or if six tricks, the game ; but if he get 
only five tricks, he loses by remise, and if only four, by codille. The 
game, consolation, matadores, bastos, and other payments, are vari¬ 
ously regulated, according as the game is won or' lost. The holder 
of either or both of the red Aces is entitled to a red counter for each. 

The two following tables will show the rank and order of the 
cards when trumps, or when not so : 


SANK AND ORDER OF THE CARDS WHEN TRUMPS. 


Clubs and Spades. 

Spadille, the Ace of Spades. 

Manille, the Deuce of Spades or of 
Clubs. 

Basto, the Ace of Clubs. 


King. Six. 

Queen. Five. 

Knave. Four. 

Seven. Three. 

11 in all. 


Hearts and Diamonds. 
Spadille, the Ace of Spades. 

Manille, the Seven of Hearts or 01 
Diamonds. 

Basto, the Ace of Clubs. 

Punto, the Ace of Hearts or of Dia 
monds. 

King. Three. 

Queen. Four. 

Knave. Five. 

Deuce. Six. 

12 in all. 



468 


MANNER OF PLATING THE GAME. 


RANK AND ORDER OF THE CARDS WHEN NOT 
TRUMPS. 


Clubs and Spades. 

King. 

Five. 

Queen. 

Four. 

Knave. 

Three. 

Seven. 

Deuce. 

Six. 



9 in all. 


Hearts and Diamonds. 


King. 

Three. 

Queen. 

Four. 

Knave. 

Five. 

Ace. 

Six. 

Deuce. 

Seven, 


10 in aU. 


Thus it will be seen that Spadille and Basto are always trumps ; 
and that the red suits have one trump more than the black, the for¬ 
mer twelve, and the latter only eleven. 

Between Spadille and Basto there is a trump called Manille—in 
black the Deuce, and in red the Seven ; they are the second cards 
when trumps, and the last in their respective suits when not trumps. 
Example : the Deuce of Spades being second trump, when they are 
trumps, and the lowest cards when Clubs, Hearts, or Diamonds are 
trumps, and so of the rest. 

Punto is the Ace of Hearts or Diamonds, which are above the 
King, and the fourth trump, when either of those suits are trumps, 
but are below the Knave, and Ace of Diamonds or Hearts, when, 
they are not trumps. The Two of Hearts or Diamonds is always 
superior to the Three ; the Three to the Four; the Four to the Five ; 
and the Five to the Six ; the Six is only superior to the Seven when it 
is not trumps ; for when the seven is Manille, it is the second trump. 

. There are three matadores, viz., Spadille, Manille, and Basto, which 
force all inferior trumps; but if an ordinary trump be led, you are 
not obliged to play a matadore ; though if Spadille be led, and you 
hold Manille or Basto unguarded, you must play it; also, if Manille 
be led, and you have Basto unguarded, that must be played, the 
superior matadore always forcing the inferior. 


MANNER OF PLAYING THE GAME. 


1. Every person is to play as he thinks proper, and most advan¬ 
tageously to his own game. 

2. No one is to encourage his friend to play; but each person 
should know what to do when he is to play. 



QUADRILLE. 


469 


3. After each player has received his ten cards, he that is on tho 
left hand of the dealer, upon examining his hand, must declare 
whether he plays; and if he has not a good hand, he passes, and so 
the second, the third, and fourth. All four may pass : but he who 
has Spadille, after having shown or named it, is compelled to play 
by calling a King. 

4. If the deal is played in this manner, or one of the players has 
asked leave, and no one choosing to play without calling, the eldest 
hand must begin; previously naming his suit, and the King he 
calls; he who wins the trick must play another card, and the rest 
of course, till the game is finished. The tricks are then reckoned, 
and if the ombre, meaning him who stands the game, has, together 
with him who has King called, six tricks, they have won, and are 
accordingly paid the game, the consolation, and the matadores, if 
they have them, and divide what is upon the game, and the basts, 
if there be any. 

5. Should they make only six tricks, it is a remise, and they are 
basted what goes upon the game ; paying to the other players the 
consolation and the matadores. When the tricks are equally divid¬ 
ed between them, they are also basted ; and if they make only four 
tricks between them, it is a remise. Should they make less, they 
lose codille, and in that case pay their adversaries what they should 
have received if they had won; namely, the game, consolation, and 
matadores, if they have them, and are basted what is upon the 
game ; and if they win codille, divide the stakes. The bast, and 
every thing that is paid, arise equally from the two losers; one-half 
by him who calls, and the other by him who is called; equally the 
same in case of codille as a remise, unless the ombre does not make 
three tricks, in which case, he who is called is not only exempt from 
paying half the bast, but also the game, consolation, and matadores, 
if there are any, which, in that case, the ombre pays alone, and 
likewise in case of a codille as a remise. This rule is enforced to 
prevent unreasonable games being played. 

6. A single case may occur, in which if the ombre makes only 
one trick, he is not basted alone; which is, when not having a good 
hand, he passes, and all the other players have passed likewise, and 
he having Spadille is compelled to play. In this case, it would be 
unjust to oblige him to make three or four tricks ; wherefore he who 
is called pays a moiety of the losing; and, for the same reason, he 
who has Spadille, with a bad hand, should pass, in order that if he 


470 


MANNER OF PLAYING THE GAME. 


is afterwards obliged to play by calling a King (which is called 
forced Spadille), he may not be basted singly. 

7. The player who has once passed, cannot be allowed to play ; 
and he who has asked leave cannot refuse to play, unless another 
should propose playing without calling. 

8. When a person has four Kings, he may call a Queen to one of 
his Kings, but not that which is trumps. He who has one or more 
Kings may call himself, that is, one of those Kings ; but in this 
case he must make six tricks alone, and therefore wins or loses sin¬ 
gly. The King of the suit in which he plays cannot be called. 

9. When he who is not eldest of hand has the King called, and 
plays Spadille, Manille, or Basto, or even the King called, in order 
to show that he is the friend, having other Kings that he is appre¬ 
hensive the ombre may trump, he is not to be allowed to go for the 
vole ; and he is basted, if it should appear it is done with that de¬ 
sign. 

10. No hand is allowed to be shown, though codille may already 
be won, in order that it may be seen whether the ombre is basted 
singly. Should the ombre or his friend show his cards, before he 
has made six tricks, judging that he might have made them, and 
there should appear a possibility of preventing his making them, 
the other players may compel him to play his cards in what order 
they choose. 

11. Whoever plays without calling must himself make six tricks 
to win ; all the other players being united against him, and there¬ 
fore exert their combined efforts to distress him. Whoever plays 
without calling, is permitted to play in preference to any other who 
would play with calling; nevertheless, if he who has asked leave 
will play without calling, he has the preference of him who would 
force him. These are the two methods of play without calling, 
which are called forced. 

12. He who plays without calling, not dividing the winnings with 
any other player, consequently when he loses pays all himself. 
Should he lose by remise, he is basted, and pays each other playei 
the consolation, the sans appeller (commonly, though erroneously, 
called the sans prendre), and the matadores, should there be any. 
Should he lose codille, he is also basted, and pays each player what 
he would have received from them if he had been the winner. Those 
who win codille divide the gains: and if there be any remaining 
counters, they belong to the player of the three who may have the 


QUADftILLE. 


471 


spadille, or the highest trump in the succeeding deal. The same 
rule operates with respect to him who calls one of his own Kings ; 
he wins or loses alone, as in the other case, except the sans appel- 
ler, which he pays if a loser, or receives as a winner, although 
he plays singly. 

13. Should he play sans appeller, though he may have a sure 
game, he is compelled to name his suit; which neglecting, showing 
his cards, and saying, “ I play sans appeller,” in this case, either of 
the rest of the players can oblige him to play in which suit he 
chooses, though he should not have a trump in that suit. 

14. No player is compelled to trump, when he is not possessed 
of any of the suit led, nor obliged to play a higher card in that suit 
if he has it; it being optional to him, although he is the last player, 
and the trick belongs to the ombre ; but he is compelled to play in 
the suit led if he can, otherwise he renounces. Should he separate 
a card from his game and show it, he is compelled to play it—if by 
not doing it the game should be prejudiced, or give any intelli¬ 
gence to his friend, but particularly if it should be a matadore. He 
who plays sans appeller, or by calling himself, is not subject to this 
rule. 

15. One player may turn the tricks made by the others, and 
reckon what has been played ; but only when it is his turn to play. 
Should he, instead of turning a player’s tricks, turn and see his 
game, or show it to the other players, he is basted, together with 
him whose cards he turned ; each paying a moiety of the loss. 

16. He who renounces is basted as often as detected; but no re¬ 
nounce takes place till the trick is turned. Should the renounce be 
discovered before the deal is finished, and has proved detrimental to 
the game, the cards must be taken up again, and the game replayed 
from that trick where the renounce began. But should all the cards 
be played, the bast is still made, and the cards must not be replayed 
unless there should be several renounces in the same deal. In this 
case they are to be played again, unless the cards should have been 
previously mixed together. When several basts appear in the same 
deal, they all go together, unless a different agreement is made; 
and in cases of bast, the greatest is first reckoned. 


472 


TEEMS USED IN QUADRILLE. 


TEEMS USED IN QUADEILLE. 

To ask leave is to ask leave to play with a partner, by calling a 
King. 

Basto .—The Ace of Clubs, always the third best trump. 

Bast is a penalty incurred by not winning when you stand your 
game, or by renouncing ; in which cases you pay as many counters 
as are down. 

Cheville is being between the eldest hand and the dealer. 

Codille is when those who defend the pool make more tricks than 
those who defend the game, which is called winning the codille. 

Consolation is a claim to the game, always paid by those who lose, 
whether by codille or demise. 

Devole is when he who stands the game makes no trick. 

Double is to play for double stakes with regard to the game, the 
consolation, the sans prendre, the matadores, and the devole. 

Force .—The ombre is said to be forced when a strong trump 
is played for the adversary to over-trump. He is likewise said 
to be forced when he asks leave, and one of the other players 
obliges him to play sans prendre ; or pass, by offering to play sans 
prendre. 

Forced Spadille is, when all have passed, he who has Spadille is 
obliged to play it. 

Forced, sans prendre is, when having asked leave, one of the play¬ 
ers offers to play alone, in which case you are obliged to play alone 
or pass. 

Friend is the player who has the King called. 

Impasse .—To make the impasse is when, being in Cheville, tho 
Knave of a suit is played, of which the player has the King. 

Manille is, in black, the Deuce of Spades or Clubs; in red, the 
seven of Hearts or Diamonds, and is always the second best 
trump. 

Matadores , or matts, are Spadille, Manille, and Basto, which are 
always the three best trumps. False matadores are any sequence 
of trumps following the matadores regularly. 

Ombre is the name given to him who stands the game by calling 
or playing sans appeller or sans prendre. 

Party is the duration of the game, according to the number of 
tours agreed to be played. 


QUADRILLE. 


473 


Pass is the term used when you have not either a hand to play 
alone or with calling a King. 

Ponto or Punto , is the Ace of Diamonds, when Diamonds are 
trumps; or Hearts, when they are trumps, and is then the fourth 
trump. 

Pool. —The pool consists of counters staked for the deals or put 
down by the players, or the basts which go to the game. To de¬ 
fend the pool is to be against him who stands the game. 

Prise is the number of red and white counters given to each player 
at the commencement of the game. 

Regie is the order to be observed at the game. 

Remise is when they who stand the game do not make more tricks 
than they who defend the pool, and then they lose by remise. 

Renounce is, not to play in the suit led when you have it; like¬ 
wise, when not having any of the suit led, you win with a card that 
is the only one you have of that suit in which you play. 

Reprise is synonymous with party. 

Report is synonymous with reprise and party. 

Roi rendu is the King surrendered when called and given to the 
ombre, for which he pays a red counter; in which case, the person 
to whom the game is given up must win the game alone. 

Spadille is the Ace of Spades, which is always the best trump. 

Sans appeller is playing without calling a King. 

Sans prendre is erroneously used for sans appeller, meaning the 
same. 

Tenace is to wait with two trumps that must make when he who 
has two others is obliged to lead, such as the two black Aces against 
Manille or Punto. 

Tours are the counters, which they who win put down, to mark 
the number of coups played. 

Vole is to get all the tricks, either with a friend or alone, sans 
prendre, or declared at the first of the deal. 

LAWS OF QUADRILLE. 

1. The cards are to be dealt by fours and threes, and in no other 
manner. The dealer is at liberty to begin by four or three. If in 
dealing there is a faced card, there must be a new deal, unless it is 
the last card. 


474 


LAWS OF QUADRILLE. 


2. If there are too many or too few cards, it is also a new deal. 

3. For dealing wrongly, the dealer must deal again. 

4. He who has asked leave is obliged to play. 

5. No one should play out of his turn; if, however, he does, he is 
not basted for it, but the card played may be called at any time in 
that deal, provided it does not cause a revoke ; or either of the ad¬ 
versaries may demand the partner of him who played out of his 
turn, or his own partner, to play any suit he thinks fit. 

6. No matadore can be forced but by a superior matt; but the 
superior forces the inferior, when led by the first player. 

7. Whoever names any suit for trumps must abide by it, even 
though it should happen to be his worst suit. 

8. If you play with eleven cards you are basted. 

9. If you play sans prendre, or have matadores, you are to de¬ 
mand them before the next dealer has finished his deal, otherwise 
you lose the benefit. 

10. If any one names his trump without asking leave, he must 
play alone, unless the youngest hand and the rest have passed. 

11. If any person plays out of his turn, the card may be called at 
any time, or the adversary may call a suit. 

12. If the person who won the sixth trick plays the seventh card, 
he must play the vole. 

13. If you have four Kings, you may call a Queen to one of your 
Kings, or call one of your Kings ; but you must not call the Queen 
of trumps. 

14. If a card is separated from the rest, and it is seen, it must be 
played, if the adverse party has seen it, unless the person who se¬ 
parated it plays sans prendre. 

15. If the King called, or his partner plays out of his turn, no 
vole can be played. 

16. No one is to be basted for a renounce, unless the trick is 
turned and quitted ; and if any person renounces and it is discover¬ 
ed, if the player should happen to be basted by such renounce, all 
the parties are to take up their cards and play them over again. 

17. Forced Spadille is not obliged to make three tricks. 

18. The person who undertakes to play the vole, has the prefer¬ 
ence of playing before him who offers to play sans prendre. 

19. The player is entitled to know who is his King called, before 
he declares for the vole. 

20. When six tricks are won, the person who won the sixth 


QUADRILLE. 


475 


must say, “ I play—or do not play—the vole or “ I ask and 
no more. 

21. He who has passed once has no right to play after, unless he 
has Spadille; and he who asks must play, unless somebody else 
plays sans prendre. 

22. If the players show their cards before they have won six 
tricks, they may be called. 

23. Whoever has asked leave cannot play sans prendre, unless 
he is forced. 

24. Any person may look at the tricks when he is to lead. 

25. Whoever, playing for a vole, loses it, has a right to stakes, 
sans prendre, and matadores. 

26. Forced Spadille cannot play for the vole. 

27. If any person discover his game, he cannot play the vole. 

28. No one is to declare how many trumps are out. 

29. He who plays and does not win three tricks, is basted alone, 
unless forced Spadille. 

30. If there are two cards of a sort, it is a void deal, if discovered 
before the deal is played out. 

MAXIMS FOR LEARNERS. 

When you are the ombre, and your friend leads from a matt, play 
your best trump, and then lead the next best the first opportunity. 

If you possess all the trumps, continue to lead them, except you 
hold certain other winning cards. 

If all the other matts are not revealed by the time you have six 
tricks, do not run a risk in playing for the vole. 

When you are the friend called, and hold only a matt, lead it; 
but if it is guarded by a small trump, lead that. But when the 
ombre is last player, lead the best trump you possess. 

Punto in red, or King of trumps in black, are good cards to lead 
when you are best; and should either of them succeed, then play 
a small trump. 

If the ombre leads to discover his friend, and you have King, 
Queen, and Knave, put on the Knave. 

Preserve the suit called, whether friend or foe. 

When playing against a lone hand, never lead a King, unless you 
have the Queen; nor change the suit; and prevent, if possible, the 
ombre from being last player. 

You are to call your strongest suits, except you have a Quern 


476 


MODE OF PLATING.-CALCULATIONS. 


guarded; and if elder hand, you have a better chance than middle 
hand. 

A good player may play a weaker game, either elder or younger, 
than middle hand. 

MODE OF PLAYING QUADRILLE. 

Hoyle has the following directions for playing the game of quad¬ 
rille scientifically: 

The first thing to be done, after you have seen your cards, is to 
ask leave to pass, or play, sans prendre ; and if you name a wrong 
trump, you must abide by it. 

If all the players pass, he who has Spadille is obliged to play; 
but if he does not take three tricks, he is not basted. 

The player ought to have a fair probability of winning three 
tricks when he calls a King, to prevent his being basted. 

Therefore we will set down such games only as give a fair chance 
to win the game by calling a King, with directions at the end of 
each case what trump you are to lead. 

CALCULATIONS NECESSARY FOR THOSE WHO HAVE 
MADE SOME PROGRESS IN THE GAME. 

1. What are the odds that my partner holds one of any two cards 7 

Ans. That he holds one card out of any two certain cards, is 

about 5 to 4 in his favor; and if you hold one matadore, the odds 
are in your favor that your partner holds one of the other two, and 
consequently you may play your game accordingly. 

Again, suppose you call a King, having a Knave and one small 
card of another suit in your hand, it is 5 to 4 in your favor that your 
partner holds either the King or Queen of that suit; and conse¬ 
quently, the odds are in your favor, that you win a trick of the 
same. 

2. What are the odds that my partner holds one out of any three 
certain cards 7 

Ans. That he holds one out of any three certain cards, is about 
5 to 2 in his favor; and though you have no matadore, with the 
assistance of one in your partner’s hand, the odds are great that you 
win the game. Observe, that it is about 5 to 2 that your partner 
holds one of them, you having none. 

This calculation may be applied to many other cases. 


QUADRILLE. 


477 


GAMES IN BED, CALLING A KING 

1. Spadille, manille, two small Hearts or Diamonds, the Queen of 
Clubs, and one small one, and four small cards of the other suits. 
Lead a small trump. 

2. Spadille, manille, two small Hearts or Diamonds, with the 
Knave and two small Clubs, and three small cards of the other 
suits. Lead a small trump. 

3. Spadille, manille, two small Hearts or Diamonds, three small 
Clubs, and three small cards of the other suits. Lead a small trump. 

4. Spadille, punto, King, Queen, and one small Heart or Dia¬ 
mond ; three small Clubs, the Queen, and one Spade. Lead punto. 

5. Spadille, punto, King, Knave, and one small Heart or Dia¬ 
mond, the Knave, and two small Clubs, and two small Spades. 
Lead punto. 

6. Spadille, King, Queen, Knave, and one small Heart or Dia¬ 
mond, with the Queen, Knave, and one small Club, and two small 
Spades. Lead the King of trumps. 

7. Spadille, Three, Four, Five, and Six of Hearts or Diamonds, 
King of Clubs, and one more, Queen and two small Spades; when you 
have the lead, play a small trump ; in the second lead, play spadille. 

8. Manille, basto, punto, and two small Hearts or Diamonds, 
three small Clubs, and the Knave and one Spade. Lead manille. 

9. N. B. Manille, basto, King, and two small Hearts or Diamonds, 
Queen and one small Club, and three small Spades. Lead manille. 

10. N. B. Manille, basto, Queen, and two small Hearts or Dia¬ 
monds, Queen and two small Clubs, Knave and one Spade. Lead 
manille. 

11. Manille, basto, with the three smallest Hearts or Diamonds, 
Queen and one small Club, Knave, and two small Spades. Play a 
small trump. 

12. N. B. Manille, punto, King and two small Hearts or Dia¬ 
monds, Queen, Knave, and one small Club, King, and one small 
Spade. Lead manille. 

13. Manille, punto, Queen, and two small Hearts or Diamonds, 
Queen and one small Club, King and two small Spades. Play a 
small trump. 

14. Manille, punto, and three small Hearts or Diamonds, Knave 
and one small Club, King, Queen, and one small Spade. Play a 
small trump. 


478 GAMES IN BLACK CALLING A KING. 

15. Manille,* and the four smallest Hearts or Diamonds, Queen, 
and one small Club, King, Queen, and one small Spade. Play a 
small trump. 

16. N. B. Basto, punto, Queen and two small Hearts or Dia¬ 
monds, King and Queen of Clubs, Queen and two small Spades. 
Lead basto. 

17. N. B. Basto, punto, Queen, and two small Hearts or Dia¬ 
monds, Queen, Knave, and one small Club, King and Queen of 
Spades. Lead basto. 

18. N. B. Basto, punto, and three of the smallest Hearts or Dia¬ 
monds, King and Queen of Clubs, Queen, Knave, and one small 
Spade. Play a small trump. 

19. Basto, and the four smallest Hearts or Diamonds, King and 
Queen of Clubs, Queen, Knave, and one small Spade. Play a small 
trump. 

20. N. B. Punto, King, Queen, and two small Hearts or Dia¬ 
monds, King and Queen of Clubs, Queen, Knave, and one small 
Spade. Lead punto. 

21. Punto, King, and three small Hearts or Diamonds, King and 
Queen of Clubs, Queen, Knave, and one small Spade. Play a small 
trump. 

GAMES IN BLACK CALLING A KING. 

1. Spadille, manille, and two small Clubs or Spades, the Knave 
and two small Hearts, and three small Diamonds. Lead a small 
trump. 

2. N. B. Spadille, manille, and two small Clubs or Spades, Queen, 
and two small Hearts, and three small Diamonds. Lead a small 
trump. 

3. Spadille, manille, and two small Clubs or Spades, three small 
Hearts, three small Diamonds. Lead a small trump. 

4. N. B. Spadille, King, Queen, and two small Clubs or Spades, 
with the Queen and one small Heart, three small Diamonds. Lead 
the King of trumps. 

5. Spadille, King. Knave, and two small Clubs, Queen, and two 
Diamonds, two small Hearts. Play a small trump. 

6. Spadille, Queen, and three small Clubs, or Spades, Queen, and 
two small Hearts, two small Diamonds. Play a small trump. 

7. Spadille, and the four smallest Clubs, or Spades, King, and 


QUADBILLE. 


479 


one small Heart, Queen, and two small Diamonds Play a small 
trump. 

B. Manille, basto, King and two small Clubs or Spades, three 
small Hearts, and two small Diamonds. Lead manille. 

9. Manille, basto, Queen, and two small Clubs or Spades, three 
small Hearts, Queen, a-nd one small Diamond. Lead manille. 

10. Manille, basto, Knave, and two small Clubs or Spades, 
Knave, and one Heart, three small Diamonds. Lead manille. 

11. Manille, basto, and three small Clubs or Spades, Queen and 
two small Hearts, Knave, and one small Diamond. Lead manille. 

12. N. B. Manille, King, Queen, and two small Clubs, or Spades, 
King, and one small Heart, Queen, Knave, and one small Diamond. 
Lead manille. 

13. N. B. Manille, King, Knave, and two small Clubs or Spades, 
King, and one small Heart, Queen, and two small Diamonds. Lead 
manille. 

14. Manille, King, and three small Clubs or Spades, Queen, and 
two small Hearts, King, and one small Diamond. Play a small trump. 

15. Manille, and the four smallest Clubs or Spades, King, Queen, 
and one small Heart, two small Diamonds. Play a small trump. 

16. N. B. Basto, King, Queen, and two small Clubs or Spades, 
Queen, and two small Hearts, King, and one small Diamond. Lead 
basto. 

17. N. B. Basto, King, Knave, and two small Clubs or Spades, 
Knave and one Heart, King and two small Diamonds. Lead basto. 

18. N. B. Basto, King, and three small Clubs or Spades, King 
and Queen of Hearts, Queen and two small Diamonds. Play a 
small trump. 

19. Basto and four of the smallest Clubs or Spades, King and 
Queen of Hearts, Queen, Knave, and one small Diamond. Play a 
small trump. 

20. N. B. King, Queen, Knave, and two small Clubs or Spades, 
King and Queen of Hearts, Knave, and two small Diamonds. Lead 
the King of trumps. 

21. King, Queen, Seven, Six, and Five of Clubs or Spades, King 
and Queen of Hearts, Queen, Knave, and one small Diamond. Lead 
the King of trumps. 

The cases, both in red and black, marked thus (N. B.) are very 
good games to play, and you have the odds on your side to win 
those whioh are not marked. 


480 


BLIND HOOKEY.—QUINCE. 


BLIND HOOKEY. 

This is the ordinary tavern game, and consists simply in risking 
a stake upon it, which is won or lost by the dealer according as his 
own card is higher or lower than that of the player. The caids 
rank as at Whist, and all ties are won by the dealer. Each party 
has the right to shuffle, and the left-hand player cuts. 

Another plan of playing is as follows : When the cards are shuffled 
and cut, they are divided by the youngest hand into as many portions, 
faces downward, as there are players. The eldest hand then 
gives the dealer any one of the packs, and the other players take 
each a portion, upon which the stakes are placed. The dealer then 
turns up his lot, and according as the card at bottom is higher or 
lower than those of his adversaries, he wins or loses. See page 48 i. 


QUINCE. 

This is a French game, much patronized in some parts of Europe. 
It is played by two persons, with a full pack of cards, and is gener¬ 
ally liked for its fairness and simplicity. The following is the 
method of play usually adopted: 

The cards are shuffled by both players, and when they have cut 
for deal, which falls to the lot of him who cuts the lowest, the dealer 
has the liberty to shuffle them again. Ace is lowest. 

When this is done, the adversary cuts them, after which the deal¬ 
er gives one card to his opponent and one to himself. 

Should the dealer’s adversary not approve of his card, he is en¬ 
titled to have as many cards given to him, one after the other, as 
will make fifteen, or come nearest to that number, which are usu¬ 
ally given from the top of the pack. For example, if he should 
have a Deuce, and draw a Five, which amounts to seven, he must 
continue going on in expectation of coming nearer to fifteen. If he 




THIRTY-ONE. 


481 


draw an Eight, which will make just fifteen, he, as being eldest 
hand, is sure of winning the game. But if he overdraw himself, and 
make more than fifteen, he loses, unless the dealer should do the 
same ; which circumstance constitutes a drawn game, and the stakes 
are consequently doubled ; in this manner they persevere until one 
of them has won the game, by standing and being nearest to fifteen. 

At the end of each game the cards are packed and shuffled, and 
the players again cut for deal. 

The advantage is certainly on the side of the elder hand. 

Quince may be played by more than two players ; but when a 
larger number play, Vingt-un is the preferable game. As in the lat¬ 
ter game, the stake once laid cannot be withdrawn. 


THIRTY-ONE 

The Germans call this game “ Schnautz.” It is played with an entire 
pack of cards, and by any number of persons under 17. Each player 
puts an equal stake into the pool; three cards are dealt to each, and 
a spare hand, in the middle of the table, which is turned up. The 
object of the game is to get Thirty-one, or as near it as possible, 
reckoning as follows : The Ace stands for 11, each of the honors 
for 10, and the other cards for the number of spots on them respect¬ 
ively : thus Ace, King, and Six of any one suit reckon 27 ; Ace, with 
two honors or one honor and the Ten, for Thirty-one ; an Honor, a 
Ten, and a Five, for 25; and so on : but observe that all the three 
cards must be of one suit; and three cards of equal value, as three 
Kings, Tens, Fives, Twos, or Aces, are better than 30, but inferior 
to 31. Each player in turn, beginning at the elder hand, exchanges 
one of his cards for one out of the spare hand ; and this goes On till 
some one has got Thirty-one, or stops changing. When any one 
gets game, or 31, he shows his hand, and takes the pool, which fin¬ 
ishes the game. If one stops without being 31, the other players 
can change once more only, or till it comes to the turn of the person 
who stopped, and then all show their hands, and he who is nearest to 
31 gets the pool. In the event of two or more being equal, the elder 
hand has the preference, only that three Aces, Kings, &c., rank pref¬ 
erably to three Queens, or lower cards. 



482 


ALL-FIVES.-FRENCH FOTJKS. 


ALL-FIVES. 

This game is played with an entire pack, in the sam6 way as All- 
fours. But instead of nine or eleven, sixty-one points are played 
for, to constitute the game, which is marked on a cribbage-board. 
For Ace of trumps the holder marks four points when he plays it; for 
King of trumps, three ; for Queen, two ; for Knave, one ; for the five 
of trumps, Jive ; and for the Ten of trumps, ten. If the Knave, Ten, 
or Five be taken in play by superior cards, the points belonging to 
them are scored by the winner. In counting for game, the five of 
trumps is reckoned as five, and all the other Aces, Kings, Queens, 
Knaves, and Tens, are counted as in All-fours. A good deal of 
skill is necessary in order to play this game well: the proficient 
holding back a superior card to catch the Ten or Five. Trump 
after trick is not compulsory unless previously agreed to. The first 
card played by the non-dealer is the trump. The rest of the rules 
are the same as in All-fours. It may be played by four persons, 
either as partners or singly, and is a good merry sort of game. 


FRENCH FOURS, 

Sometimes called “ French Loof is a variety of All-Fours. It 
is played with a pack of fifty-two cards: three cards are dealt to 
each player, and the pack is turned with the cards exposed, face 
upwards, the top card being trump. Whoever makes or takes low, 
Jack, or game, scores a point for each. High is of course scored by 
the fortunate player who has it dealt to him, or draws it from the 
pack. There is no “ begging ” in this game, but the eldest hand, i. e., 
the player next on the left of the dealer, may lead any card he 
chooses, and his opponent must follow suit. After each trick the 
dealer distributes one card, face up, to each player, beginning with 
the winner of the trick. Thus each player will have three cards in 
hand until the pack is exhausted. The game is otherwise governed 
by the same laws as All-fours. Two, four, or eight may play this 
game with a complete pack, but when any other number engage at 
it, sufficient unimportant cards must be taken from the pack before 



HELP YOUR NEIGHBOR. 


483 


dealing, to make the deal go round without remainder. Thus— 
when three play, one card (usually the trey of one of the suits) must 
be rejected. The rejected cards must he exposed to the view of all 
the players. French Fours may be played with partners the same 
as the regular game of All-fours. 

Apparently this game is more simple than All-fours, but such is 
not the case, for although each player may see what cards his ad¬ 
versary draws, yet where four play the game, a better memory and 
closer attention are essential than at the game of Whist. 


HELP YOUR NEIGHBOR. 

This amusing game is played with three dice, and may be played 
by six persons as follows:— 

The players throw in regular rotation. The first player, or num¬ 
ber one, throws 2, 4, 6, and as he has not thrown one , the number 
corresponding to his own, he scores nothing, but 6 being the highest 
number thrown, number six scores 6 points. 

The second player now throws, and he throws 2, 3, 5; he, there¬ 
fore, counts two, and helps his neighbor five to 5 points. 

The third player throws, and he throws three fours , so he gets 
nothing, while his neighbor, number four, scores 4 points; the 
raffles counting 4 instead of 12. 

Number four now plays, and throws 1, 3, 3, making nothing for 
himself, but 3 for number three, or the third player. 

Number five being the next player, throws three fives, which counts 
him 5 points. 

Number six throws three aces, which counts him nothing, but 
enables number one to score 1 point. 

In this way the game proceeds until some one of the players wins 
the game, by making the number of points previously agreed upon. 

When the game is played for a pool made up by the joint contri¬ 
butions of the players, the first man out wins, but if for refresh¬ 
ments, the last player out loses. 



484 


AMERICAN BLIND HOOKEY.-BOUNCE. 


AMERICAN BLIND HOOKEY. 

This game differs from the old English Blind Hookey, noticed on 
page 480. It may be played by a number of persons, as follows :— 

Suppose a party of ten sit down to play. The dealer shuffles a 
full deck of cards, and cuts them into ten piles, keeping the backs 
up; then some one of the party points to the pile which shall be 
the dealer’s, which he instantly takes up, but not exposing the bot¬ 
tom card. Each player then selects a pile for himself, and, without 
looking at the bottom card, places the money or counters by its side, 
to indicate the sum bet. The dealer now turns up his pile, showing 
the bottom card, and the players follow suit, which determines the 
result of the game, as the dealer must pay all whose bottom card is 
higher than his own, and wins from those whose card is of a smaller 
denomination, or which ties his own. 

In this game the cards have their usual value, and rank as at 
Whist. Ho skill or judgment is required to play it, as it is entirely 
a game of chance. 


R 0 U N C E. (Card Game.) 

The game of Rounce, as played in the United States, is derived 
from the German game of Bamsch , and in its principal features re¬ 
sembles Division Loo. 

Rounce is played with a pack of fifty-two cards, which rank as at 
Whist. The deal is determined by cutting, and the player who 
cuts the lowest card is entitled to the deal. In cutting, the ace is 
high. Five cards are dealt to each player, by two’s and three’s, or 
vice versa , as in the game of Euchre, and an extra hand of six cards 
is dealt in the centre of the table, which is called dumby. 

The dumby must be dealt before the dealer takes the full comple¬ 
ment of cards himself, and should be filled immediately preceding 
his own hand. When the cards have been dealt in the manner 
described, the dealer turns up the top card on the pack, which is the 
trump. After the first hand, the deal passes to the left. The game 



BOUNCE. 


485 


consists of fifteen points, which number is scored with three crosses, 
in the following manner: XXX. Each cross represents five points. 
When a player makes one point, he rubs out the centre of the cross, 
thus: X, and when he makes another point he rubs out one of the 
remaining portions of the cross, and so on, until all are wiped out. 

After the ceremony of the deal has been concluded, the dealer 
asks each player in regular succession, beginning with the eldest 
hand— i. e., the player immediately to the left of the dealer—what 
he will do, whether he will stand his hand, take dumby, or decline 
playing for that round. The eldest hand has the first privilege of 
taking dumby, and if he elects to do so, he must place his hand in 
the centre of the table, face down, and discard one card from his 
new hand. If he declines to take dumby, then the option passes to 
the next player, and so on in succession to the dealer. 

Whoever takes dumby must play it. Any player, who thinks he 
cannot take a trick, may decline to play his hand. When all refuse 
to play then the player at the right of the dealer, must play his 
hand, take dumby, or, in default of doing either, give the dealer five 
points. The dealer may discard any card in his hand, and take in 
hand the card turned up for trump. 

Each trick taken in play counts one point, and if a player fail to 
take a trick after entering to play his hand, he is Bounced , that is, 
sent up'five points. 

In this game suit must be followed; but if this is not possible, a 
player may trump or not, at his option. The winner of a trick must 
lead a trump, if he can; if, however, he holds no trump, he may 
lead any card he chooses. If the dealer makes a misdeal, he is 
rounced, and loses liis deal. A player is also rounced if he fails to 
follow suit when he can, or to lead trump after taking a trick, when 
it is possible for him to do so. 

The German game Bamsch differs from Eounce in the following 
particulars:—1st. The game is played with a pack of thirty-two 
cards, the same as Euchre. 2d. A player is not compelled to lead 
trumps, if he has already done so twice. 3d. If a player holds no 
trumps, and elects to play his hand, trusting to make a trick in good 
cards of other suits, he may, in his proper turn, play his poorest card, 
face down , which card represents a trump, and such a lead calls for a 
trump from every player who holds one. In all other particulars, 
Ramsch is identical with the American game of Rounce. 


486 


PROPS.—SWEAT, OR CHUCKER LUCK. 


PROPS. 

The origin of this game is uncertain, but it is played exclusively 
in New England, more particularly in Boston, where gaming¬ 
houses are exclusively devoted to it. It is not a banking, but a per 
centage game, the keeper of the table taking a certain per centage 
* from all sums played for. In one of the most popular Prop rooms 
in Boston, the average per centage was said to be ten dollars an 
hour. The game is played with four sea-shells, about an inch in 
length, the convex part of the shell being cut off, and the cavity 
filled with red sealing-wax, thus making it flat on either side. 

The players gather around a long table prepared for the purpose, 
and which is usually covered with green baize, when one of them 
takes the props, places his money upon the table, and cries, “ Set 
to me /” “ Ten dollars that I throw a nick”—which means that he 
will throw an even number, that is, two or four of either side up— 
if odd, he loses. The parties around the table take as much of the 
proposed bet as they see proper, or- one may take it all, when the 
props are thrown, and if he wins he may continue to throw until he 
loses by throwing an odd number, or an “owZ” as the technical is, 
when the shells are passed to the next man, who proceeds as before. 


SWEAT, OR CHUCKER LUCK. 

This game is extensively played on our western rivers, upon race- 
fields, and at all large gatherings of men. The per centage of the 
game, when fairly played, is very strong, but the low gamblers who 
generally play it, add to its strength by skilful cheating. It is 
played with dice upon a cloth numbered thus : 


12 3 4 5 6 


The money bet is deposited upon these numbers, according to 
the choice or fancy of the player. The bets being made, the 
“dicer” puts three dice into a cup, shakes them up, and throws 
them upon the table; the numbers thrown win for the player, while 
the bank takes all the money not upon the fortunate numbers. 




THIRTEEN AND THE ODD.-OBSOLUTE CARD GAMES. 487 

For example: If a bet be placed upon the six, and one six is 
thrown, the amount bet is paid—if two sixes have been thrown, the 
bet is paid double, and triple if three sixes have been thrown. 

Phis constitutes the well-known game of “ Sweat” over which 
many an unlucky player has sweat “more than the law allows.” 


THIRTEEN AND THE ODD. 

This game is played by two persons with a full pack of fifty-two 
cards, which rank the same as at Whist. 

The players cut for the deal, the lowest dealing first, after which 
the deal is alternate. In cutting, Ace is low. 

The dealer then gives each player thirteen cards, one at a time, 
commencing with the eldest hand, and turns up the next card for 
trump ; if a misdeal should occur, the dealer loses the deal. 

The eldest hand plays first, and the tricks are played and made 
subject to the same regulations as in the game of Whist, and the 
player who first makes seven tricks wins the game. In case a player 
should revoke, he loses the game, provided the trick, in which the 
revoke occurs, has been turned. 


OBSOLETE CARD-GAMES. 

There is no authentic record of card-playing in Europe earlier 
than the end of the fourteenth century, though it is probable that 
cards were known to some few persons as early as 1350. It seems 
strange that it has never been satisfactorily ascertained when the 
most fascinating species of gambling ever invented was first intro¬ 
duced ; strange, that it should still be doubtful whether card-playing 
was ingrafted from some other quarter of the world, or whether it 
was a European invention. It is true that there are traditions of 
the existence of playing-cards from time immemorial in Hindostan, 
where the Brahmins claim to have invented them. There is also a 
legend that playing-cards were invented in China, for the amuse¬ 
ment of Seun-ho’s numerous concubines in the year 1120. There 
is a third hypothesis, which delivers over to the gypsies the inven- 




488 


OBSOLETE CARD-GAMES. 


tion of cards at a remote epoch. But, granting that there is some 
foundation for all these theories, still the fact remains that, even if 
cards did exist earlier than the middle of the fourteenth century, 
the mode of playing with them has not survived. 

The game of Primero, Prime, or Primavista, is allowed by most 
authorities to be the oldest known card-game. Sir John Harington, 
in his punning epigram “ On the Games that have been in request 
at the Court,” has the following:— 

The first game was the best, when free from crime 

The courtly gamesters all were in their prime. 

According to Nares, Primero resembled a more modern game called 
Vambigu; but Seymour, in “The Court Gamester,” published early 
in the eighteenth century, gives a different version. Speaking of 
Ombre (quadrille), he says, “ It is an improvement of a game called 
Primero, formerly in great vogue among the Spaniards. Primero is 
played with six cards, Ombre with nine,—that being the material dif¬ 
ference. As to the terms, they are mostly the same.* He who 
holds cinquo primero (which is a sequence of five of the best cards 
and a good trump) is sure to be successful over his adversary. 
Hence the game takes its denomination.” Minshew, in his “ Guide 
into Tongues,” says that primero means first, and primavista first 
seen; and that the game is so called “because he that can show 
such an order of cards first, wins.” 

It can hardly be doubted that Pi'imero was a game of Spanish 
origin. It is said to have been introduced into England by Cath¬ 
erine of Arragon, or at all events by her followers. Shakspeare 
makes out that King Henry VIII. played at Primero. Gardiner 
says that he left the king “ at Primero with the Duke of Suffolk.’ 
The game was certainly fashionable in the reign of Elizabeth. Lord 
Burleigh seems to have occasionally indulged in a hand at Primero. 
A picture by Zuccaro, from Lord Falkland’s collection, represents 
the grave Lord Treasurer playing at cards with three other persons, 
who from their dress appear to be of distinction, each having two 
rings on the same finger of both hands. The cards are marked on 
llie face as now, but they differ from our present cards in being 
longer and narrower ; antiquaries are of opinion that the game repre¬ 
sented in the picture is the game of Primero. 

A passage in an old play, Greene’s “ Tu Quoque,” has been 


* Seymour is mistaken on this point. 


OBSOLETE CARD-GAMES. 


489 


quoted by several writers as evidence that Primero was a gambling 
game : “ Primero, why I thought thou hadst been so much gamester 
as play at it.” But a person who objects to cards might make such 
a remark with respect to any card-game, whether a gambling game 
or not. Judging from the partial descriptions of the game which 
remain to us, it would seem that Primero might be played either for 
large or small stakes, as agreed on. In Florio’s “ Second Frutes” 
(1591), a very scarce book, Primero is played by two persons for 
“one shilling stake and three rest” (?pool). In Minshew’s “Span¬ 
ish Dialogues” four play ; the stake is two shillings, and the rest 
eight. The mode of play is but imperfectly known. 

The earliest game of cards indigenous to England seems to have 
been the game of Trump, the predecessor of Whist. It was 
played at least as early as the time of Edward VI., for in the come¬ 
dy of “ Hammer Glurton’s Needle,” said to have been first printed 
in 1551, old Dame Chat invites two of her acquaintances to a 
game at trump : 

Come nere, ye be no stranger: 

We be fast set at trump, man, bard by the fyre; 

Thou shalt set on the king if thou come a little nyer. 

Come hither, Dol; Dol, sit down and play this game, 

And as thou sawest me do, see thou do even the same. 

There is five trumps besides the queen, the hindmost thou shalt find her. 

In Decker’s “ Belman,” published about the same period, we are 
told that “ deceipts [are] practised even in the fayrest and most civill 
companies, at primero, sant, maw, trump, and such like games.” 

Trump is supposed to have been very like Whist. There was a 
group of games—Trump, Ruff, Slam, Ruff and Honors, and Whisk 
and Swabbers—which were closely allied, and out of which modern 
Whist has been born. All card-players are aware that Ruff and 
Trump are synonymous. In Cotgrave’s “ French and English 
Dictionary” (1611), we find “ Triomphc , the card game called Ruffe 
or Trump.” Ruff and Trump, however, were not identical. We 
find them distinguished from each other by Taylor, the water-poet 
(1630), in enumerating the games at which the prodigal squanders 
his money: 

He flings his money free with carlessnesse 
At novum, mumchance, mischance, choose ye which, 

At one-and-thirty, or at poor-and-rich; 

Ruffe, slam, trump, noddy, whisk, hole, sant, new cut. 


490 


OBSOLETE CARD-GAMES. 


At primifisto, post-and-payre, primero, 

Maw, whip-her-ginny, he’s a liberal hero ; 

At my-sow-pigged;—but (reader, never doubt ye), 
He’s skilled in all games, except look-about-ye. 


Ruff and Honors, and Slam, and Whist, are also kept distinct 
from each other by Cotton, in the “ Compleat Gamester” (1680). 
He says: “Ruff and Honors {alias Slam), and Whist, are games so 
commonly known in England in all parts thereof, that every child 
almost of eight years old hath a competent knowledge in that re¬ 
creation ; and therefore I am unwilling to speak any thing more of 
them than this, that there may be a great deal of art used in deal¬ 
ing and playing at these games, which differ very little one from the 
other.” According to Seymour, trump is a corruption of the word 
triumph, “for where they [trumps] are, they are attended with con¬ 
quest.” 

In the reign of James I., the fashionable game was Maw. James 
I. was himself a card-player. A pamphlet preserved in the British 
Museum, entitled, “ Tom Tell-Troatli; or, a Free Discourse touch¬ 
ing the Manners of the Time” {circa 1622), thus alludes to the 
King’s taste for cards : “In the very gaming ordinaries, where men 
have scarce leisure to say grace, yet they take a time to censure 
your Majestie’s actions. They say you have lost the fairest game 
at Maw that ever King had, for want of making the best advantage 
of the five-finger [Five of trumps] and playing the other helpes in 
time. That your owne card holders play bootie, and give the signe 
out of your owne hande.” 

The game of Maw differed but little from that subsequently called 
Five-cards ; and Five-cards again is substantially the same as the 
modern Irish game of Spoilt-five. It is probable that the game of 
Five-cards was carried to Ireland by Oliver Cromwell’s army. 

Gleek was reckoned a genteel game in Ben Jonson’s time. It 
was played by three persons. It is described at great length in a 
book entitled “ Wit’s Interpreter,” published in 1670. 

The other principal card-games of the period were Lodam, 
Noddy, BanDerout, Saunt, Lanterloo, Knave-out-of-doors, and 
Post-and-pair. Sir John Harington mentions Lodam as succeed¬ 
ing Maw in court patronage. It is not known how it was played. 

Noddy is supposed by some to have been the original of Cribbage. 
because the Knave was called Noddy. But it would seem that the 
game of Noddy was played for counters, and that it was fifteen or 
twenty-one up. In Salton’s tales, a young heir is likened to “a 


OBSOLETE CARD-GAMES. 


491 


gamester at Noddy; one-and-twenty makes him out.” Nares says 
that Noddy was not played with a board; but G-ayton (Festivous 
Notes upon Don Quixot, 1654) speaks of Noddy-boards. 

Saunt and Sant are merely corruptions of Cent, or Cientos, a 
Spanish game. It was named Cientos because the game was a 
hundred. It is supposed to have been the same as Piquet. 

Lanterloo was very similar to Loo. The first mention of Lon U - 
loo occurs in a Dutch pamphlet (circa 1648). 

Knave-out-of-doors was probably the same game as Poore-and- 
rich, or as Beggar-my-neighbor. 

Post-aiid-pair is said to have resembled the game of Commerce. 
It was played with three cards each; and much depended on vying, 
or betting, on the goodness of your own hand. A pair-royal of Aces 
was the best hand, and next, a pair-royal of any three cards accord¬ 
ing to their value. If no one had a pair-royal, the highest pair 
won, and next to this, the hand that held the highest cards. This 
description seems to apply more nearly to Brag than to Commerce. 

In Cotton’s “ Compleat Gamester,” we find, in addition to the 
games already mentioned, the following which are obsolete—Ombre, 
French-ruff, Costly-colors, Bone-ace, Wit-and-reason, the Art of 
Memory, Plain-dealing, Queen Nazareen, Pennoech, Bankafalet, and 
Beast. Most of these defunct games were very babyish contrivan¬ 
ces. Bone-ace, for instance, was admitted by Cotton to be “ trivial 
and very inconsiderable, by reason of the little variety therein con¬ 
tained but, added the author, “ because I have seen ladies and per¬ 
sons of quality have plaid at it for their diversion, I will briefly de¬ 
scribe it, and the rather, because it is a licking game for money.” 
The whole game consisted in this, the dealer dealt three cards to 
each player, the first two being dealt face downward, and the third 
being turned up. The biggest card turned up carried the bone, 
that is, half the pool, and the nearest to thirty-one in hand won the 
other half. 

The games mentioned by Cotton, which are still practised, are all 
superior games ; games of variety, and games into which skill large¬ 
ly enters. They are Piquet, Cribbage, All-fours, and Whist. Of 
these Whist is the king. It has been the game for some hundred 
and twenty years; and its never-ending variety, and its well ad¬ 
justed complements of skill and chance, seem likely to continue it 

undisturbed possession of modern card-rooms. 


492 


THE DOCTRINE OF CHANCES. 


THE DOCTRINE OF CHANCES. 


The object of the calculation of probabilities is to discover facts, 
the reality of which is unknown to us. 

The probability of an event may be said to be more or less, ac¬ 
cording to the number of chances by which it may happen, com¬ 
pared with the whole number of chances by which it may either 
happen or fail. 

If we, therefore, constitute a fraction, whereof the numerator be 
the number of chances whereby an event may happen, and the de¬ 
nominator the number of all the chances whereby it may happen or 
fail, that fraction will be the proper designation of the probability 
of the event. Thus, if an event has 3 chances to happen and 2 
to fail, the fraction f will fitly represent the probability of its hap¬ 
pening, and may be said to be the measure of it. 

The same may be said of the probability of failing, which will 
likewise be measured by a fraction, whose numerator is the number 
of chances by which it may fail, and the denominator the whole 
number of chances for and against, as f. 

Thus the number of the two fractions representing the probability 
of the advent or not of an event is equal to unity. When one, 
therefore, is given, the other may be found by subtraction. 

The expectation, that is the sum which the person who has a 
chance for the advent of an event is entitled to, if he resign his 
chance to another, is always the product of the fraction represent¬ 
ing the probability multiplied into the sum expected. 

Thus, if I have 3 chances in 5 to obtain $100, I say that my ex¬ 
pectation is equal to the product of $100 by the fraction |, and, 
therefore, that it is worth $60. Thus, if the value of an expectation 
be given, as also the value of the thing expected, then dividing the 
first by the second, the quotient will express the probability of ob¬ 
taining the sum expected. Again, the risk of losing any sum is tho 
reverse of expectation, and the true measure of it is the product of 
the sum adventured, multiplied by the loss. What is called advan- 


THE DOCTRINE OF CHANCES. 


493. 


tage or disadvantage in play, results from the combination of the 
several expectations of the gamesters, and of their several risks. 

Thus, supposing A and B play together, and that A has deposited 
$5 and B $3, and that the number of chances which A has to win 
is 4, and the number of chances B has to win 2, and that it were 
required to determine the advantage or disadvantage of the players, 
we may reason thus: the whole sum staked being $8, and that A’s 
chance is f, it follows that A’s expectation is 8 x % = 5k, and for the 
same reason B’s expectation is 8 x | = 2|. 

Again, if from the respective expectations which the players have 
upon the whole sum deposited be subtracted the amount of their 
stakes, the remainder will be the advantage or disadvantage of 
either, according as the difference is positive or negative. 

When the obtaining of any sum requires the advent of several 
events, independent of each other, the value of the expectation is 
found by multiplying together the several probabilities of happen¬ 
ing, and again multiplying the product by the value of the sum ex¬ 
pected. Again, when the expectation depends on the happening 
of one event and the failure of another, then its value will be the 
product of the probability of the first happening, by the probability 
of the second failing, and that again by the value of the sum ex¬ 
pected. This rule is applicable to the advent or not of as many 
events as may be assigned. 

The above considerations apply to events which are independent; 
and in order to avoid any obscurity in the use of the terms, depend¬ 
ent and independent, we beg leave to define them. 

Two events are independent when they have no connection one 
with another, and that the happening of one has no influence upon 
the advent of the other. Two events are dependent when they are 
so connected that the probability of either happening is altered by 
the advent of the other. 

From whence it may be inferred, that the probability of the hap¬ 
pening of two events dependent, is the product of the probability 
of the advent of one of them by the probability which the other will 
have of arriving. This rule will extend to the happening of as 
many events as may be assigned. 

But in the case of events dependent, to determine the probability 
of the advent of some of them, and at the same time the probability 
of the failing of some others, is a disquisition of greater difficulty, 
which will be more conveniently transferred to another place. 


494 


PROBLEMS. 


/ 

PROBLEM I. 

To find the probability of throwing an ace in two throws. 

The probability of throwing an ace the first time is wherefore. 
6 is the first part of the probability required. If the ace be missed 
the first time, still it may be thrown the second; but the probability 
of missing it the first time is g, and the probability of throwing it 
the second time is g, wherefore the probability of missing it the first 
time and throwing it the second is •§ x ^ = -/g-; this is the second 
part of the probability required; therefore the probability required 
in all is 6 + 3 V=U* 


PROBLEM II. 

To find the probability of throwing an ace in three throws. 

The probability of throwing an ace the first time is g. If missed 
the first time, the ace may still be thrown in the two remaining 
throws; but the probability of missing the first time is f, and the 
probability of throwing it in the two remaining throws is, by Prob. 
I., = 3 g, therefore the probability of missing it the first time and 
throwing it in the two remaining times is f X which is the 

second part of the probability required; wherefore the probability 
will be g + 2 5 i ‘6 = u e iV 

By the above method it is obvious that the probability of throw¬ 
ing an ace in four throws is 

It is remarkable that he who undertakes to throw an ace in four 
throws, has just the same advantage as he who undertakes with 
two dice that six or seven shall come up in two throws, the odds in 
either case being 671 to 625; by which may be shown how to deter¬ 
mine easily the gain of one party from the superiority of chances 
he has over his adversary, from the supposition that each stake is 
equal and denominated by unity. Let the odds be expressed by 
the ratio of a to 6 , then the respective probabilities of winning be¬ 
fit b 

ing - and ——the right of the first upon the stake of the 
a 

second, is x 1 , and likewise the right of the second on the 

b 

stake of the first is x 1 ; therefore the gain of the first is 





THE DOCTRINE OF CHANCES. 


495 


d—b a —6 

X 1, or barely -and consequently the gain of him who 
undertakes that 6 or 7 shall come up in two throws, or who under- 

takes to fling an ace m four throws is 67i^^ = j296 is nearl y 
part of his adversary’s stake. 

PEOBLEM III. 

To find the probability of throwing two aces in two throws , it is sim 
ply that the probability required is £ X i=- 3 I 6 -. 

PEOBLEM IV. 

To find the probability of throwing two aces in three throws. 

If an ace be thrown the first time, then it will only require to be 
thrown once in two throws; but the probability of throwing it the 
first time is and the probability of throwing it once in two throws 
is, we have seen, ££; the probability, therefore, of throwing it the 
first time, and then throwing it once in two throws, is g xi 6 = 2 L i l 6 = 
to the first part of the probability required. 

If the ace be missed the first time, there still remains the proba¬ 
bility of throwing twice together; but the probability of missing it 
the first time is |, and the probability of throwing it twice together 
is 3 ^; therefore the probability of both events—f x 36 = 2 i 6 * This 
is the second part of the probability required, wherefore the whole 
11+5 16 

probability is =-216" 

In like manner, the probability of throwing two aces in four 
throws is =xVgV ; and by the same way of reasoning, we may grad¬ 
ually find the probability of throwing an ace as many times as shall 
be demanded in a given number of times. 

To find any chances there are upon any number of dice , each of the 
same number offaces—to throw any given number of points. 

SOLUTION. 

Let P + 1 be the number of points given to the number of dice; 
f the number of faces in each die, make p—f=q , q—f=r , r—f=s , 
s — -f=t, etc. 




496 


PROBLEMS. 


Thus, for example, let it be required to find how many chances 
there are of throwing 16 points with four dice, then making P + l= 
16 we have P=15, from which the number of chances required will 
be found. 

+ ¥x¥x^- = + 455 

— i x f x £ xf— =—336 
+ f x f x i x|xf=+ 6 

But 455—336 + 6=125, and then 125 is the number of chances re¬ 
quired. 

COROLLARY. 

All the points equally distant from the extremes, that is, from the 
least and greatest number of points that are upon the dice, have the 
same number of chances by which they may be produced; where¬ 
fore, if the number of points given be nearer to the greater extreme 
than to the less, let the number of points given be subtracted from 
the sum of the extremes, and work with the remainder, and the 
operation will be shortened. 

Thus, if it be required to find the number of chances of throwing 
16 points with four dice. Let 16 be subtracted from 28, the sum 
of the two extremes, 4 and 24, and the remainder will be 12; from 
which it may be concluded that the number of chances for throwing 
16 points is the same as throwing 12 points. 

PROBLEM Y. 

To find the probability of throwing one ace and no more, in four 

throws. 

This case is different from the problem of the probability of 
throwing an ace in four throws. In the present case there is a re¬ 
straint laid on the event; for whereas in the former case he who 
undertakes to throw an ace desists from throwing when once the 
ace has come up ; in this he obliges himself, after it has come up, to 
a further trial, which is wholly against him, excepting the last throw 
of the four, after which there is no trial, and, therefore, from the 
unlimited probability of the ace being thrown once in four throws, 
we must subtract the probability of its being thrown twice in that 
number of throws. Now the first probability, it has been shown, is 
'i sVe> and the second -iVgV, from which it is evident that the proba- 


THE DOCTRINE OF CHANCES. 


497 


bility required is r^gg, and the probability contrary, -f^-, therefore, 
the odds of throwing one ace, and no more , in four throws, are 796 
to 500, or 8 to 5; and the same method may be followed in higher 
cases. 


PROBLEM VI. 

If A and B play together , and A wants hut one game of being up, 
and B two , what are their respective probabilities of winning ? 

It must be recollected that the set will necessarily be ended in 
two games at most; for if A wins the first game, there is no need 
of any further trial; but if B wins it, then both parties will want 
but one game of being up. Whence it is certain, that A wants to 
win but one game in two, and that B must win twice running. 
Now, supposing that A and B have an equal chance of winning a 
game, then the probability which B has of winning the first game 
will be hi and consequently, of winning twice together will be 
h X h h and therefore, the probability of A’s winning one in two 
games, will be 1— i— f, or 3 to 1, which are the odds in favor of A. 


PROBLEM VII. 

A and B play together. A wants one game of being up, and B two, 
but the chances in favor of B are double those of A. Required 
the respective probabilities of each. 

In this, as in the preceding problem, it is obvious that B ought 
to win twice running. Now, since B has two chances to win a 
game and A one chance for the same, B’s probability of winning a 
game is f, wherefore his probability of winning twice in succession 
•s |x |= 9 ; and consequently, A’s probability of winning the set is 
1—t=|b or 5 to 4. 

Although by the above formula, we may determine the odds when 
two players want a certain number of games of being up, and that 
they have any given proportion of chances for winning a game, we 
annex the following table, showing those odds when the number of 
games wanting does not exceed six, and that the skill of the players 
is equal. 


498 


CROIX OU PILE. 


GAMES 

ODD8 OP 

GAMES 

ODDS OF 

GAMES 

ODDS OF 

WANTING. 

WINNING. 

WANTING. 

WINNING. 

WANTING. 

WINNING. 

1. 

2 .. 

. 3 to 1 

2. 

3 ... 

11 to 5 

3. 

5 .. 

. 99 to 28 

1. 

3 .. 

. 7 to 1 

2. 

4 ... 

26 to 6 

3. 

6 .'. 

. 219 to 37 

1. 

4 .. 

. 15 to 1 

2. 

5 ... 

57 to 7 

4. 

5 .. 

. 163 to 97 

1. 

5 .. 

. 31 to 1 

2. 

6 ... 

120 to 8 

4. 

6 .. 

. 382 to 130 

1. 

6 .. 

. 63 to 1 

3. 

4 ... 

42 to 22 

5. 

6 .. 

. 638 to 386 


From the foregoing problems it appears that when A wants but 
one game of a set, and B two, the odds in favor of the former are 3 
to 1. The accuracy of this calculation, however, has been ques¬ 
tioned by the celebrated d’Alembert, who illustrates his position by 
the game of Croix ou Pile (Heads or Tail), which is too well known 
to need a definition. 


CROIX OU PILE. 


REQUIRED WHAT ARE THE ODDS OF THROWING HEADS OR CROIX 
IN TWO SUCCESSIVE THROWS. 

The most common answer given by authors who have treated this 
question is, that there are four combinations. 


FIRST COUP. 
Croix. 
Pile. 
Croix. 
Pile. 


SECOND COUP. 
Croix. 
Croix. 
Pile. 

Pile. 


In these four combinations there is only one by which the throwei 
loses; the odds are then 3 to 1 in his favor. If he betted in three 
coups, he would find eight combinations, seven in his favor, and 
one against him: the odds would be, therefore, 7 to 1; but, says 
d’Alembert, is this correct? For to consider only the two coups, 
must we not reduce to one the two combinations, which give croix 
the first coup ; for head once thrown, the game is over; thus, then, 
there are really only three combinations possible, viz., 

Croix. first coup. 

Pile et Croix. 1 and 2 coup. 

Pile et Pile . 1 and 2 coup. 

The odds are, therefore, only 2 to 1. Again, in three coups we 
shall find, 











THE DOCTRINE OF CHANCES. 


499 


Croix. 

Pile. 

Pile. 

Pile. 


Croix, 

Pile. 

Pile. 


Croix. 

Pile 


The odds are, therefore, in this case, only 3 to 1. 

We invite the attention of our readers to this problem, which in 
the opinion of the celebrated mathematician alluded to, would go 
far to reform many of the methods pursued in the analysis of games 
of chance. 

TO FIND IN HOW MANY TRIALS AN EVENT WILL PROBABLY 

HAPPEN. 

Example 1.—Required in how many throws one may undertake, 
with an equality of chance, to throw two aces with two dice. 

Now the number of chances upon two dice being 36, out of which 
there is but one chance for two aces, it follows that the number of 
chances against it is 35 ; multiply therefore 35 by the dec. 0*7, and 
the product, 24*5, will show that the number of throws requisite to 
that effect will be between 24 and 25. 

Example 2.—In a lottery whereof the number of blanks is to the 
number of prizes as 39 to 1, to find how many tickets a person 
ought to take to make it an equal chance for one or more prizes. 

Multiply 39 by 0-7, and the product will show you that the num¬ 
ber of tickets requisite to that effect will be 27 or 28 at most. 
Likewise, in a lottery whereof the number of blanks is to the num¬ 
ber of prizes as 5 to 1, multiply 5 by 0-7, and the product 3*5 will 
show that there is more than an equality of chance in four tickets 
for one or more prizes, but less than an equality in three. 


remarks. 


In a lottery whereof the blanks are to the prizes as 39 to 1, if the 
number of tickets in all were but 40, the proportion above men¬ 
tioned would be altered, for 20 tickets would be a sufficient number 
for the just expectation of a single prize. 

Again, if the number of tickets in all were 80, still preserving the 
proportion of 39 blanks to 1 prize, and consequently, supposing 78 
blanks to 2 prizes, this proportion would still be altered; wherefore, 
if the proportion of the blanks to the prizes is often repeated, as it 


. 500 


ANALYSIS OP CHANCES. 


usually is in lotteries, the number of tickets requisite for a prize 
will be always found by taking fio of the proportion of the blanks to 
the prizes. 

By the following table, therefore, the number of trials necessary 
to make it probable that an event will happen three, four, five, etc. 
times will be easily found : 

For a single event, multiply the number of chances 


against its advent by. 0’7 

For a double event. 1-678 

For a triple event. 2*675 

For a quadruple event.. . . 3-672 

For a quintuple event. 4-670 

For a sextuple event. 5-668 


From what has been said it will be obvious, that although we 
may with an equality of chance contend about the happening of an 
event once in a certain number of trials, yet we cannot contend for 
its happening twice in a double number of trials, or three times in 
triple that number; and so on. Thus, although the chances are 
equal of throwing two aces with two dice in 25 throws, yet we can 
not undertake that the two aces shall come up twice in 50 throws, 
the number requisite being 58 or 59 times; and much less, that it 
will come up three times in 75 throws, the number requisite being 
93 and 94; so that we cannot undertake that in a very great num¬ 
ber of trials, the happening shall be oftener than in the proportion 
of 1 to 36. And therefore we may lay it down as a maxim, that 
events at long run will not happen oftener than in the proportion 
of the chances they have to happen in one trial, and if we assign 
any other proportion, the odds against us will increase continually. 

ANALYSIS OF THE CHANCES, OR THE POINTS PRODUCED BY TWO 
OR MORE DICE. 

With two dice it is evident that we may produce thirty-six dif¬ 
ferent combinations, for each of the six faces of one may be succes¬ 
sively combined six times with each of the six faces of the other. 
Therefore, with a number of dice = n, the number of different com¬ 
binations they will produce will be 6”. 

The odds of throwing doublets, therefore, with two dice, are 35 
to 1. 








THE DOCTRINE OF CHANCES. 


501 


But we shall find— 

That 3 may 

4 

5 

6 

7 

8 
9 

10 
11 
12 


be thrown 2 different ways. 

“ “ 3 

“ “ 4 

“ “ 5 

“ “ 6 

“ “ 5 

U U 4 

“ “ 3 

“ “ 2 

“ “ 1 


Which is evident by the following table, which expresses the 
thirty-six combinations: 


TABLE. 


2 

3 

4 

5 

6 
7 


3 

4 

5 

6 

7 

8 


4 

5 

6 

7 

8 9 10 11 

9 10 11 12 


5 

6 

7 

8 


6 7 

7 8 

8 9 

9 10 


Let us suppose that in the first vertical column of this table one 
of the dice is thrown successively upon every one of its faces, the 
other constantly coming up 1; in the second, that one of them 
comes constantly 2, and the other each of its six faces in succes¬ 
sion, and so on, the same numbers will be found upon the same 
diagonal line; thus we shall find 7 is the number most often thrown 
with two dice, and 2 and 12 in the opposite ratio. Again, if we 
take the trouble of forming a table for three dice, we shall have six 
tables of thirty-six numbers each, the first of which will have 3 on 
the left side at top, and 13 at the bottom of the right side; the last 
will have 8 on the left side, and 18 at the bottom of the right col¬ 
umn : thus we shall find the number of times 8 may come up is = 
(3_l_5_p44-3 + 2 +1=21; thus there are 15 times for 7, 10 times for 6, 
6 times for 5, 3 times for 4, 1 for 3, 25 times for 9, 27 times for 10, 
27 times for 11, 25 for 12, 9 for 13, 15 times for 14, 10 times for 15, 
0 times for 16, 3 times for 17, 1 only for 18. Thus 10 and 11 are 
with three dice the most advantageous to bet in favor of, the odds 
in favor of their being thrown being 27 to 216, or 8 to 1. 










502 


ANALYSIS OF CHANCES. 


By this method we may determine the numbers most likely to bo 
thrown with any number of dice. 

It will be obvious from the above, how essential it is to know the 
number of combinations of which any number of dice are suscep¬ 
tible, in order to avoid accepting disadvantageous bets, which is 
but too often the fate of those who do not reflect that all chances 
are in some degree submitted to mathematical analysis. 

Two dice, as we have just observed, being taken together, form 
twenty -one numbers, and considered separately, will give thirty-six 
different combinations. Of the 21 coups which may be thrown with 
two dice, the first 6 are doublets, and can only be thrown once, as 
the two sixes, etc., etc. The 15 other coups, on the contrary, have 
each two combinations, the aggregate number of the whole being 
36. The odds, therefore, of the caster throwing a given doublet, 
are 1 to 35; and again, of his throwing an indeterminate one, 1 to 
5; and 1 to 17 that he throws 6 and 4, seeing that this point gives 
him two chances against 34. 

But it is not the same with the number of points of two dice 
joined together; the combination of their chances is in ratio to the 
multitude of the different faces which can produce these numbers, 
and is as follows : 


NUMBERS. 


2 


1 

and 

1 













3 


2 

and 

1. 

.1 

and 

2 






• 




4 


2 

and 

2. 

.3 

and 

1. 

.1 

and 

3 







5 

r-O 

4 

and 

1. 

.1 

and 

4. 

.2 

and 

3. 

.3 

and 

2 




6 

o 

3 

and 

3. 

.5 

and 

1. 

.1 

and 

5. 

.4 

and 

2. 

.2 

and 

4 

7 


6 

and 

1. 

.1 

and 

6. 

.5 

and 

2. 

.2 

and 

5. 

.4 

and 

3. .3 and 4 

8 

rO 

4 

and 

4. 

.6 

and 

2. 

.2 

and 

6. 

.5 

and 

3. 

.3 

and 

5 

9 


6 

and 

3. 

.3 

and 

6. 

.5 

and 

4. 

.4 

and 

5 




10 


5 

and 

5. 

.6 

and 

4. 

.4 

and 

6 







11 


6 

and 

5. 

.5 

and 

6 










12 


6 

and 

6 














If, therefore, we bet to throw 11 the first time with two dice, 
the odds are 2 to 34, and if 7, 6 to 30, there being six ways by 
which 7 may be thrown, and thirty against it. We must, how¬ 
ever, observe that in the eleven different numbers which may be 
thrown with two dice, 7, which is the mean proportional between 2 
and 12, has more chances than the others, which, on their side, 


THE DOCTRINE OF CHANCES. 


503 


have more or less chances in their favor, as they approach the two 
extremes. 

This difference of the multitude of chances produced by the mean 
numbers compared to the extreme, increases considerably in ratio 
to the number of dice. It is such, that if we make use of seven 
dice, which produce points from 7 up to 42, we shall find that we 
shall almost invariably throw the mean numbers 24 and 25, or 
those which approach the nearest to them, viz., 22, 23, 26, 27; and 
if, instead of seven dice, we make use of 25, which will produce 
numbers from 25 to 150, we might with safety bet an equal wager 
to throw 86 and 87. 

The above remark is important, as it must tend to expose at a 
glance the gross imposition of those lotteries composed of seven 
dice, which, notwithstanding the vigilance of the police, are still to 
be found at country fairs and on race courses. These lotteries, for 
the mean numbers only, hold out an advantage inferior to the sum 
staked, while, on the other hand, they present the glittering temp¬ 
tation to the uninitiated of a large prize for the extreme numbers, 
which almost never come up ; for to show the ruinous nature of these 
schemes, it will be only necessary to state, that the odds of throw¬ 
ing a raffle with seven dice are 40,000 to 1, while the value of the 
prize is not the sixth part of the risk. 

A thorough knowledge of the above rules is indispensable at the 
game of Backgammon, and will enable the player to calculate with 
rapidity all the various chances it presents. 

COMBINATIONS OF DICE. 

A Table , showing the Number of Throws upon any Number of Dice 
from 1 to 9 inclusive. 



FOR TWO DICE. 



Determinate 

Indeterm. 

To have 

throws. 

throws. 

2 simnles. 

. 2 there are. 

. 30 


1 doublet. 1 “ “ . 6 


3 simples. 

FOR THREE DICE. 

. 6 “ “ . 

. 120 

1 rlmiVilp'f flrifl 1 ctiirnnP. 

... 3 “ “ . 

. 90 

I UUUUlvl CtUU JL olllljJlv . 

1 triplet. 

J 4t it 

. 6 












504 


COMBINATIONS OF DICE. 


FOR FOUR DICE. 

Determinate Indeterm. 


To have 

throws. 



throws. 

4 simples . 

.... 24 there are 

360 

1 doublet and 2 simples. 

.... 12 

it 

tt 

.... 720 

2 doublets. 

6 

tt 

tt 

90 

1 triplet and 1 simple. 

4 

tt 

tt 

.... 120 

1 quadruple. 

1 

tt 

tt 

6 

FOR FIVE 

DICE. 




5 simples. 

.... 120 

tt 

tt 

.... 720 

X doublet and 3 simples. 

.... 60 

tt 

tt 

.... 3600 

2 doublets and 1 simple. 

.... 30 

tt 

tt 

.... 1800 

1 triplet and 2 simples. 

.... 20 

tt 

tt 

.... 1200 

1 triplet and 1 doublet. 

.... 10 

tt 

tt 

.... 300 

1 quadruple and 1 simple. 

5 

tt 

tt 

.... 150 

1 quintuple. . 

1 

tt 

tt 

6 


FOR SIX DICE. 


6 simples. 

... 720 

44 

44 

.... 720 

1 doublet and 4 simples. 

... 360 

44 

44 

.... 10800 

2 doublets and 2 simples. 

... 180 

4 ; 

44 

.... 16200 

3 doublets. 

... 90 

44 

44 

.... 1800 

1 triplet and 3 simples. 

... 120 

44 

44 

.... 7200 

1 triplet, 1 doublet, and 1 simple. ... 

... 60 

44 

44 

.... 7200 

2 triplets. 

... 20 

44 

44 

.... 300 

1 quadruple and 2 simples ........ 

... 30 

44 

44 

.... 1800 

1 quadruple and 1 doublet. 

... 15 

44 

44 

.... 450 

1 quintuple and 1 simple . 

... 10 

44 

44 

.... 180 

1 sextuple. 

1 

44 

44 

6 

FOR SEVEN 

DICE. 




1 doublet and 5 simples. 

... 2520 

44 

44 

.... 15120 

2 doublets and 3 simples . 

... 1260 

44 

44 

.... 75600 

3 doublets and 1 simple. 

... 630 

44 

44 

.... 37800 

1 triplet and 4 simples. 

... 840 

44 

44 

.... 25200 

1 triplet, 1 doublet, and 2 simples... 

... 420 

44 

44 

.... 75600 

1 triplet and 2 doublets. 

... 210 

44 

44 

.... 12600 

2 triplets and 1 simple .. 

... 140 

44 

44 

.... 8400 

1 quadruple and 3 simples. 

... 210 

44 

44 

.... 12600 

1 quadruple, 1 doublet, and 1 simple 

... 105 

44 

4 

.... 12600 














































CJ Cl CO 


rilE DOCTRINE OF CHANCES 


505 


To have 

1 quadruple and 1 triplet. 
1 quintuple and 2 simples 
1 quintuple and 1 doublet 
1 sextuple and ] simple.. 
1 sextuple.. 


Determinate 

throws. 

35 there are 
42 “ “ 

21 “ “ 

7 U 44 

1 44 44 


FOR EIGHT DICE. 


2 doublets and 4 simples.10080 

3 doublets and 2 simples. 5040 

4 doublets. 2520 

1 triplet and 5 simples. . 6720 

1 triplet, 1 doublet, and 3 simples. 3360 

1 triplet, 2 doublets, and 1 simple.1680 

2 triplets and 2 simples. 1120 

2 triplets and 1 doublet. 560 

1 quadruple and 4 simples. 1680 

1 quadruple, 1 doublet, and 2 simples. .. 840 

1 quadruple and 2 doublets. 420 

1 quadruple, 1 triplet, and 1 simple .... 280 

2 quadruples. 70 

1 quintuple and 3 simples. 336 

1 quintuple, 1 doublet, and 1 simple.... 168 

1 quintuple and 1 triplet. 56 

1 sextuple and 2 simples. 56 

1 sextuple and 1 doublet. 28 

1 sextuple and 1 simple. 8 

1 octuple . 1 


FOR NINE DICE. 


3 doublets and 3 simples.45360 

4 doublets and 1 simple.22680 

1 triplet, 1 doublet, and 4 simples.30240 

1 triplet, 2 doublets, and 2 simples.15120 

1 triplet and 3 doublets. . 7560 

triplets and 3 simples.10080 

triplets, 1 doublet, and 1 simple. 5040 

triplets. 1680 

1 quadruple and 5 simples.15120 

1 quadruple, 1 doublet, and 3 simples .. 7560 


4t (4 

fci 44 

44 44 

44 44 

44 44 

44 44 

44 44 

44 44 

44 44 

44 44 

4 4 44 

44 44 

4 • 44 

44 44 

44 44 

44 44 

44 44 

k« 44 

44 44 

44 4 4 

44 44 

4 4 44 

4 4 44 

44 44 

4 4 4ft 

44 44 

44 44 

44 44 

44 44 


In de term, 
throws. 

. 1050 

. 2520 

630 

. 210 
6 


151200 
.302400 
. 37800 
. 40320 
.403200 
.302400 
.100800 
. 33600 
. 50400 
.151200 
. 25200 
. 33600 
. 1050 

. 20160 
. 20160 
. 1680 
. 3360 

. 840 

. 240 

6 


...907200 
...680400 
...907200 
...272160 
...454600 
...604800 
...907200 
... 33600 
... 90720 
...907200 










































500 


COMBINATIONS OF DICE. 


To have 

1 quadruple, 2 doublets, and 1 simple 

Determinate 

throws. 

.. 3780 there 

are 

Inik-term 

throws. 

....680400 

1 quadruple, 1 triplet, and 2 simples.. 

.. 2520 

44 

44 

....453600 

1 quadruple, 1 triplet, and 1 doublet . 

.. 1260 

44 

44 

....151200 

2 quadruples and 1 simple. 

. 630 

44 

44 

.... 37800 

1 quintuple and 4 simples. 

.. 3024 

44 

44 

....907200 

1 quintuple, 1 doublet, and 2 simples. 

.. 1512 

44 

44 

....272160 

1 quintuple and 2 doublets. 

.. 756 

44 

44 

.... 45360 

1 quintuple, 1 triplet, and 1 simple... 

.. 504 

44 

44 

.... 60480 

1 quintuple and 1 quadruple. 

.. 126 

44 

44 

.... 3780 

1 sextuple and 3 simples. 

.. 504 

44 

44 

.... 30240 

1 sextuple, 1 doublet, and 1 simple... 

.. 252 

44 

44 

.... 30240 

1 sextuple and 1 triplet. 

.. 84 

44 

44 

.... 2520 

1 sextuple and 2 simples. 

.. 72 

44 


.... 4320 

1 sextuple and 1 doublet. 

.. 36 

44 

44 

.... 1080 

1 octuple and 1 simple. 

9 

44 

44 

.... 270 

1 noncuple. 

1 

44 

44 

6 


Table showing the Number of different Ways .in which a certain 
Number or determinate Point may be thrown with any Number 
of Dice, from 1 tod inclusive. 



WITH 

TWO DICE. 


WITH 

FOUR DICE. 

There 

are 



There 

are 



1 throws which give 

2 or 12 

1 throws 

which give 

4 or 24 

2 

44 

44 

3 or 11 

4 

44 

44 

5 or 23 

3 

44 

44 

4 or 10 

10 

44 

44 

6 or 22 

4 

44 

44 

5 or 9 

20 

*4 

44 

7 or 21 

5 

44 

44 

6 or 8 

35 

44 

44 

8 or 20 

6 

44 

44 

7 

56 

44 

44 

9 or 19 


WITH 

THREE DICE. 

80 

44 

44 

10 or 18 

There 

are 



104 

44 

44 

11 or 17 

1 throws which give 

3 or 18 

125 

44 

44 

12 or 16 

3 

44 

44 

4 or 17 

140 

44 

44 

13 or 15 

6 

44 

44 

5 or 16 

146 

44 

44 

14 

10 

44 

44 

6 or 15 


WITH 

FIVE DICE. 

15 

44 

44 

7 or 14 

There 

are 



21 

44 

44 

8 or 13 

1 throws which give 

5 or 30 

25 

44 

44 

9 or 12 

5 

44 

44 

6 or 29 

27 

44 

44 

10 or 11 

15 

44 

“ 

7 or 28 
























THE DOCTPHNE OF CHANCES. 


1 07 


There 

are 



35 throws which give 

8 or 

70 

4 4 

44 

9 oi- 

126 

44 

44 

lO or 

205 

44 

44 

11 ox- 

305 

44 

44 

12 or 

360 

44 

44 

13 or 

480 

44 

44 

14 or 

561 

44 

44 

15 or 

795 

44 

44 

16 ox- 

930 

44 

44 

17 or 


WITH 

SIX DICE 

i 

There 

are 



1 throws which give 

6 or 

6 

44 

44 

7 or 

21 

44 

• 4 

8 or 

56 

44 

44 

9 oi- 

126 

44 

44 

lO or 

252 

44 

44 

11 ox- 

456 

44 

44 

12 oi- 

756 

44 

44 

lS ox- 

1161 

44 

44 

14 or 

1666 

44 

44 

15 ox- 

2247 

44 

44 

16 or 

2856 

44 

44 

17 ox- 

3431 

44 

44 

18 ox- 

3906 

44 

44 

19 ox- 

4222 

44 

44 

20 ox- 

4332 

44 

44 

21 


WITH 

SEVEN DICE. 

There are 



1 throws which give 

7 or 

7 

44 

44 

8 or 

28 

44 

44 

9 or 

84 

44 

44 

10 or 

210 

44 

44 

11 ox- 

462 

44 

44 

12 or 

917 

44 

44 

13 ox- 

1667 

44 

44 

14 or 


There are 


2807 throws 

w’cn give 

44 

15 or 34 

4417 

fc 4 

16 or 33 

6538 

4 4 

44 

17 or 32 

9142 

44 

44 

18 or 31 

12117 

44 

44 

19 or 30 

15267 

44 

44 

20 or 29 

18327 

44 

44 

21 or 28 

20993 

44 

44 

22 or 27 

22967 

44 

44 

23 or 26 

24017 

44 

44 

24 or 25 


WITH EIGHT DICE. 
There are 


1 thi-ows 

w’ch give 

8 or 48 

8 

44 

44 

9 or 47 

36 

44 

44 

10 or 46 

120 

44 

44 

11 or 45 

330 

44 

44 

12 or 44 

792 

44 

44 

13 or 43 

1708 

44 

44 

14 or 42 

3368 

44 

44 

15 or 41 

6147 

44 

44 

16 or 40 

10480 

44 

(4 

17 or 39 

16808 

44 

44 

18 or 38 

25488 

44 

44 

19 or 37 

36688 

44 

44 

20 or 36 

50288 

44 

44 

21 or 35 

65808 

44 

44 

22 or 34 

82384 

44 

44 

23 or 33 

98813 

44 

44 

24 or 32 

113688 

44 

44 

25 or 31 

125588 

44 

44 

26 or 30 

133288 

44 

44 

27 or 29 

135954 

44 

44 

28 


WITH NINE DICE. 

There are 

1 throws w’ch give 9 or 54 
9 “ “ 10 or 58 

45 “ “ 11 or 52 


27 

26 

25 

24 

23 

22 

21 

20 

19 

18 

36 

35 

34 

33 

32 

31 

30 

29 

28 

27 

26 

25 

24 

23 

22 

42 

41 

40 

39 

38 

37 

36 

35 












508 


RAFFLE 


There are 

165 throws w’ch give 12 or 51 


There are 

145899 throws w’ch give 22 or 41 


495 

44 

“ 13 or 50 

205560 

44 

44 

23 or 40 

1287 

44 

“ 14 or 49 

277469 

44 

44 

24 or 39 

2994 

44 

“ 15 or 48 

359469 

44 

44 

£ 

25 or 33 

6354 

44 

“ 16 or 47 

447669 

44 

44 

26 or 37 

12465 

44 

“ 17 or 46 

536569 

44 

44 

27 or 36 

22825 

44 

“ 18 or 45 

619369 

44 

44 

28 or 35 

39303 

44 

“ 19 or 44 

689715 

44 

44 

29 or 34 

63999 

44 

“ 20 or 43 

740619 

44 

44 

30 or 33 

98970 

44 

“ 21 or 42 

767394 

44 

44 

31 or 32 


By the following simple method we shall discover the number of 
throws upon any number of dice, reckoning those only once which 
may occur in more ways than one. 

Suppose P= 6 ; and the number of points for one die will be 

=P; for two dice,=P x ; for three dice,==P x ^ x ; 

Z ,i O 

f f A’ T> -Pd"! P+2 P+3 r r> A' T> P + 1 

tor tour dice,=P x - x —— x — t— ; for five dice,=P x — — x 
6 o 4 2 

P+2 P 4.3 p_j_4 

- g x ^ — x —-—, etc., or 6, 21, 56, 126, 252, and so on, for any 
number of dice. 

RAFFLE. 

ODDS ON A RAFFLE, WITH NINE DICE, OR THE HIGHEST IN THREE 
THROWS WITH THREE DICE. 


It is 

you do not throw 

It is 


you do not throw 

10077695 to 1 

54 

39 

^ to 1 

42 


1007768 to 1 

53 or more. 

very near 39£ 

or more. 

183229 to 1 

52 “ 

24 h 

to 1 

41 

44 

45809 to 1 

51 “ 

15| 

to 1 

40 

44 

14093 to 1 

50 “ 

m 

to 1 

39 

44 

5032 to 1 

49 “ 

7k 

to 1 

38 

44 

2016 to 1 

48 “ 

very near 5 

to 1 

37 

44 

886 to 1 

47 “ 

3, 

to 1 

36 

44 

422 to 1 

46 « 

2 -h 

to 1 

[35 


215 to 1 

45 '* 

or 28 

to 11 

<« 

116 to 1 

44 “ 

11 

to 6 

34 

44 

66 to 1 

43 “ 

9 

to 7 

33 

44 

It is 

exactly equal that 

you throw 32 

or more. 


























THE DOCTRINE OF CHANCES. 


509 


THE FOLLOWING IS A GUIDE TO ANY PERSON INCLINED TO SELL 

OR BUY A CHANCE. 

It is 1 out of 3 you do not throw 36 or more. 


1 

u 

4 

44 

u 

44 

37 

44 

) 

44 

5 

44 

i 4 

44 

38 

44 

1 

44 

8 

44 

tt 

44 

39 

44 

1 

44 

11 

44 

tt 

44 

40 

44 

1 

44 

17 

44 

it 

44 

41 

44 

1 

44 

28 

44 

it 

44 

42 

44 

1 

44 

47 

44 

it 

44 

43 

44 

1 

44 

81 

44 

tt 

44 

44 

44 

1 

44 

150 

44 

it 

44 

45 

44 

1 

44 

293 

44 

tt 

44 

46 

44 

1 

44 

613 

44 

tt 

44 

47 

44 


EXPLANATIONS OF THE FOREGOING TABLE. 

Suppose a prize put up worth $20, that one person throws forty- 
six, and there are eight more to throw; in the table you will find 
that one out of eleven has a right to throw forty; therefore his 
chance is worth one-half of the prize and A of the other half, equal 
to $12.73, within a very small fraction. 


CASES OF CURIOSITY. 


1585 

to 

1 

you do not 

throw 47 neither more 

nor less 

807 

to 

1 

44 4 

‘ 46 

44 

44 

440 

to 

l 

44 4 

‘ 45 

44 

44 

255 

to 

1 

44 4 

44 

< 4 

44 

156 

to 

1 

44 4 

43 

44 

44 

100 

to 

1 

44 4 

42 

4 4 

44 

68 

to 

1 

44 4 

41 

44 

44 

48 

to 

1 

44 4 

40 

44 

44 

35 

to 

1 

44 4 

39 

44 

44 

7 

to 

1 

44 4 

38 

44 

44 

21 

to 

1 

44 4 

37 

44 

44 

17| 

to 

1 

44 4 

36 

44 

44 

154 

to 

1 

44 4 

35 

4 4 

44 




















510 


DECISIONS ON WAGERS. 


DECISIONS ON WAGERS. 

I. Does a man betting on a certainty lose the bet ? If so, does 
a man who warns the other party that he knows he is right, lose the 
bet ? In poker, does a man betting on a hand of four aces lose the 
stakes ? Answer .—In betting, the party who establishes his propo¬ 
sition wins against the party who does not. Knowledge is entitled 
to its reward, and ignorance is amenable to its penalty. There is 
certainty underlying every positive proposition, and nothing invali¬ 
dates a bet but a fraud which deprives a party of any chance to 
win. In all other descriptions of “ sure things ,” a party has a 
chance to be right ; and he, consequently, has no right to quibble if 
he is wrong. A man may have the good fortune to hold four aces ; 
and consequently, that hand will always sweep the board, when 
not fraudulently obtained. 

II. Can a side bet made on a race be drawn by either party after 
it is started and before it is decided ? Answer .—It cannot be drawn 
by either party, after it is confirmed by the deposit of the money. 
Mutual consent alone can dissolve it. Only under certain circum¬ 
stances, and then in regular form, can one party to a bet make it 
void, as follows : If a bet has been contracted, and on the day of 
the race one of the betters is absent, the other may declare the bet 
in public, in presence of the judges, before the race commences , and 
demand whether any body will make the stake good for the absent 
man. If no one does so, the bet may be declared void. 

III. Is there a rule governing a bet, where a party bets his horse 
can trot one mile in a specified time, nothing being said at the time 
of the bet how many trials he is to have ? Answer. —There is no 
specific rule in the printed code for the government of this question, 
but there is a rule of reason, and of custom, the “ common law ” of 
the case, which is that the performer shall have but one trial, 
unless he stipulates for more. 

IY. A throws eleven in a raffling. C bets B will beat it, and B 
throws eleven. Does C lose his bet or win it ? Answer. —He loses; 
the tie is not answering to his proposition. The eleven was thrown 
before, and to beat eleven it is manifest a higher number must be 
got. But when a man says : I’ll beat you, before the other party 
has thrown, a tie makes the bet a stand-off. Thus, if A and B 


DECISIONS ON WAGERS. 


511 


throws dice, and C, in advance of the result, bet A that B will 
beat his (A’s) throw; then A takes the converse of C’s proposition, 
and by the acceptance of the wager, virtually bets that he will 
beat B. 

Y. A bets that the time of his watch is nearer the City Hall 
clock than B’s; they look at the clock, and B’s watch is exactly 
right, A’s being a few minutes slow ; but A says he wins anyhow, 
his watch being a little nearer to the City Hall than B’s, as A was 
standing about two yards nearer to the City Hall than B. Who 
wins ? Answer .—B wins, of course. A’s claim upon such a quib¬ 
ble is very disgraceful. Ho bet can be decided in favor of a catch. 

VI. A offers to bet B that he can beat him at a game of billiards. 
B says : “ Will you pay if you bet ? ” “ Of course,” says A. The 

game progresses. A beats, and asks from B the payment of the 
bet. B refers to the wording of the bet, asserting thereby he could 
not lose, nor could he win and, therefore, it is no bet at. all. Who 
has won the bet, A or B ? Answer .—A wins. B cannot escape the 
consequence of losing the game by a verbal quibble in the bet. 

YII. In playing a game of poker, before dealing, A bets B that 
he don’t hold a pair before the draw that beats a pair of fours. B 
accepts and shows three fours. Who wins? Answer .—We hold 
that B wins the bet. The true intent of it was, that B would not 
have cards to beat a pair of fours. 

VIII. Is a bet binding when no money is put up ? Answer .—A 
bet made is binding whether the money is up or not. But, when 
the money is up, the bet is said to be a confirmed bet. A confirm¬ 
ation of the bet is not necessary to its validity, but either of the 
parties may require the bet to be confirmed by staking, and if the 
other refuses, it may be declared off. 


INDEX 


PAGE 

All-Fours. 145-151 

All-Fives. 486 

French Fours... 176,477 

Four-Handed Game. 149 

Laws of the Game. 148 

Commercial Pitch.150,151 

Pitch, or Blind All-Fours. 150 

Auction All-Fours. 150,151 

American Boston. 1S3-191 

American Blind Hookey. 488 

American, or Four-Ball Game of 

Billiards. 420-426 

American Boulette. 454, 455 

Backgammon. 370-393 

A Back Game. 391, 392 

Board, the. 371 

Chances, Calculation of. 386-391 

Crawley, Captain, on...370 

Curiosity and Instruction, a Case of 391 

Curious Case, a.392 

Directions for a Learner to Bear his 

Men. 380, 381 

Games, Examples of. 374-378 

Gammon, Playing for a.3S4-386 

Hints, Observations,and Cautions.. 379 

Hoyle on Chances. 386-391 

Hoyle’s Rules for Playing for a 

Gammon, etc. 384-386 

Laws of the Game... 381 

Method of Playing. 371-374 

Rules and Hints. 381-3S4 

Rules for Playing for a Gammon or 

a Single Hit. 3S4-3S6 

Russian Backgammon. 392 

Technical Terms. 378, 379 

Bagatelle. . 445-449 

Carom Game, the. 448 

Cockamaroo Table. 443, 449 

French Game, the.446, 447 

Irish Game, the.448 


PAG* 

Bagatelle ( continued ). 

La Bagatelle.446 

Mississippi.447 

Russian Bagatelle. 448, 419 

Sans Egal. 4*7 

Tables for Bagatelle. 435, 418 

Trou Madame..447 

Bergen Game of Dominoes . 396, 397 

Bezique . 137-145 

Bezique Limited to a Fixed Point.. 144 

Bezique Panache. 144 

Bezique without a Trump. 144 

Four-Handed Bezique.145 

Hints and Cautions to Young 

Players. 142-144 

Origin of. 137 

Rules. 18S-142 

Technical Terms.137,138 

Three-Handed Bezique. 136 

Billiards . 398—434 

American, or Four-Ball Game. 420-429 

Angles of the Table. 410-418 

Attitude in Playing. 400,401 

Carom, Principle of the. 409 410 

Fifteen-Ball Pool.4^1,432 

“ Follow” and “ Force,” the_416-418 

French Game, the. 431-434 

Hazards, Principles of. 407-409 

Machinery of the Game. 399, 400 

Natural Bridge, the.401 

Phelan, Michael* Improvements 

by. 398, 399 

Pin Pool, Game of.,. 42S 

Principles, General. 402-407 

Referees, Duties of.434 

Rules of American Game .. . 420-429 

-Fifteen-Ball Pool. .. 431,411 

-French Game... .... 431-431 

-Pin Pool. 434-437 

Side Stroke, or Twist. 4)4-410 


Spots on Billiard Table, Position of. 419 









































































INDEX 


513 


PAGE 

Billiards ( continued ). 

Table, Angles of the. 410-418 

-, Phelan and Collender’s ... 899 

Three-Ball Carom Game ..... 437-440 

Umpires, Duties of. 440 

Blind All-Fours . 150 

Blind Hookey . 484 

Block Game op Dominoes . 394,395 

Bluff .172-182 

Boston . 185-193 

Bids, Bank and Order of.. 186,187 

Laws of the Game. 1S9-191 

Method of Playing. 1S3-185 

Technical Terms.185,186 


What the Miseres Win or Lose. 188,189 
White Checks: Table showing the 
Number to be Paid by any Player 
who fails to take any or all of the 

Tricks he bids to take. 188 

White Checks: Table showing the 
Number to be Paid to any Player 

making a successful bid. 187 

Brag . 169-172 

Ante, of Doubling and Baising, the 171 

Hand, the Best. 170 

Hands, Table showing the Bank of 

the Different.171 

Laws of the Game.172 

Method of Playing.169 


Commercial Pitch. 150,151 

Cards, Invention of. 481,482 

Cassino . 218-220 

Laws of the Game .219-222 

Terms used in the Game. 216 

Catch the Ten . 220-222 

Game, the, Description of- 220. 221 

Maxims for Playing. 221, 222 

Mode of Playing. 221 

Chances, the Doctrine of . 4°6-513 

Ace, probability of throwing, in 
two throws.. 488 


Ace, probability of throwing, in 


three throws. 488,489 

Ace, probability of throwing one 
and no more in four throws. 490,491 
Aces, probability of throwing two, 

in two throws.4S9 

Aces, probability of throwing two, 

in three throws. .489 

Aces, throwing two, with two dice. 493 
Croix ou Pile, Chances in. .. 492.493 


PAGH 

Chances, the Doctrine of { continued ). 
D’Alembert on the Odds of throwing 
Heads or Croix in two successive 

throws. 492, 493 

Dice, Combinations of ...__ 497-502 

Dice: Table showing the Number 
of Different Ways in which a 
Certain Number or Determinate 
Point may be thrown with any 
Number of Dice, from one to nine, 

inc'usive.500-502 

Dice: Table showing the Number 
of Throws upon any Number of 

Dice, from one to nine. 497-500 

Dice, two or more, Analysis of the 
Chances or Points produced by.. 494 
Heads, Odds of Throwing, in two 

successive Throws. 492,493 

Lottery, how many Tickets neces¬ 
sary to secure a Prize in.... 493, 494 
Points, Chances of Throwing any 
given Number of, with any Num¬ 
ber of Dice. 489,490 

Baffle, a Guide for Selling or Buying 

Chances in .. 503 

Baffle: Cases of Curiosity. 5o3 

-, Odds on, with Nine Dice, etc. 5o2 

To find in how many Trials an 
Event will probably happen. 493,494 
Winning, Probabilities of, in given 

cases... ... 491,492 

Chess . 239-314 

Abbrevations, List of. 248 

Adverse Man, Mode of Capturing.. 242 
American Chess Tournament.. 240. 241 

Anecdotes concerning. 240, 241 

Bishop, the. 245, 246, 264, 265 

Board, the. 241, 242 

Castle, the. 243, 244, 262, 263 

Castling. 253 

Check, Discovered. 253 

Check, Perpetual. • - 254, 255 

Checkmate. 254 

Checkmate, How to effect. 273-290 

Crawley, Captain, quoted. 241 

Demoivre, M., on the Knight’s 

Moves. 265 

Drawn Games. 284-289 

Endings of Games.... 273-290, 312-314 
Queen and King against a 

King . 274 

King and Book against a King 275 





























































514 


INDEX 


PAGE 


Oubss —Endings of Gaines ( continued ). 
Two Bishops and a King against 

a King. 275 

King, Bishop, and Knight 

against a King. 276 

Two Knights and a King against 

a King.278 

Two Pawns and King against a 

King. 279 

A Pawn and Minor Piece 

against a King.279 

Queen against Bishop or 

Knight. 280 

Queen against a Book.280 

King and Queen against King, 

Book, and Knight. 280 

Queen against Book and Pawn 280 
Queen against a Bishop and 

Knight. 2S2 

A Book against a Knight.285 


The Book usually loses against 
two Knights and a Bishop, or 
two Bishops and a Knight... 285 
Book and Pawn against Book.. 286 
Book and Pawn against a 

Bishop. 286 

Book and Knight against Book 287 

Two Pawns against one.289 

Forth, Mr., quoted. 287, 28S 

Gambits, Various. 291-299 

Game, a Preliminary. 268-273 

-between Messrs. Morphy and 

Lichtenhein.295 

Games between Messrs. Morphy 

and Lowenthal. 299, 300, 314 

Games, Endings of.... 273-290, 312-314 

-, Openings of. 290-300 

Irwin, Mr., on th* origin of Chess.. 239 

King, the.242, 243, 261, 262 

Kling, Herr, Stratagem by.313 

Knight, the... 245,246,265-267 

-, the, Diagrams showing how 

he can pass from any particular 
Square to any Square on the Board 265 

Laws of the Game. 257-260 

Lichtenhein, Mr. 295 

Loyd, Samuel, Problems by... 30S, 311 

Maelzers u Automaton 11 . 290 

Mairan, M., on the Knight's Moves 265 
Montemort, M., on the Knight's 

Moves. 265 

Morphy, Mr.24S-295, 298, 299, 314 


PAGE 

Chess ( continued ). 

Movement of the Pieces and Pawns 242 


Notation, Chess.. *. 247. 248- 

Openings of Games. 290-298 

Knight's Opening. 290 

King’s Bishop's Opening. 290 

Queen's Bishop's Opening. 290 

King's Gambit. 291, 292 

King's Knight's Opening.. 292,299 

Guioco Piano, the. 293 

Captain Evans's Gambit. 293 

The Knight's Defence. 293 

Buy Lopez's Game. 294 

The Scotch Gambit.294 

The Muzio Gambit. 295 

The Queen's Gambit. 297, 298 

Openings of Games, Irregular.. 29S-300 

French Game.298 

Sicilian Game. 298 

Centre Counter Gambit. 299 

Franchetto. 299 

King's Knight's Opening.. 299,300 

Pawn and Move, Giving the.301 

Pawns, Movement of.. 246,. 267, 268 

Pieces, the. 242-246, 260-268 

-Belative Value of.. 256, 257 

Problems. 302-308 

-Solutions to. 309-311 

Queen, the. 243, 244, 262, 263 

Book, or Castle, the. 244, 263, 264 

Smothered Mate. 255, 256 

Stalemate... 256 

Staunton, Mr., on Pawns. 267, 268 

-quoted. 2S6. 2sS, 296 

Stratagems, Chess. 312-314 

Technical Terms. 249-253 

-, Illustrations of... 253 

Vida, Marco Girolano, quoted. 263 

Von der Laza, quoted. 281, 282 

W-, M., on the Knight's Moves. 265 

Chucker Luck, or Sweat. 480, 481 

Cockamaroo Table. 438,439 

Commerce. 233 

Object of Trading. 233 

Ways of Playing. 233 

Commit. 227 

Connections. 231 

Cribbage.S3-H3 

Board for.85, 86 

Crib, Maxims for Laying out the 95. 97 

Four-Handed Cribbage.105, 110 

Five-Card Cribbage.80-69 















































































INDEX. 5 ] 5 


PAGE 

Ceiijrage ( continued ). 

Hands, Examples of. 110-112 

High Game, the.. 98-100 

Odds ot the Game.100,101 

Buies of... 93, 94 

Six-Card Cribbage.101-104 

Technical Terms. 89-93 

Three-Handed Cribbage.104,105 

Walker, on the High Game. 9S-100 

Croix ou Pile, D’Alembert on_ 492. 493 

Decisions on'Wagers. 514 

Division Loo. 152,153 

Dominoes . 394r-397 

Bergen Game. 396, 397 

Block Game. 394,395 

Draw Game.395 

Muggins. 895, 396 

Bounce.897 

Draughts. 315-360 

Anderson, Match Games of.... 339-343 

Board, Diagrams of. 315 

Critical Positions, Martin’s Twelve 

Original. 358, 359 

Solutions of.360 

Critical Positions, Seventy, to be 
won or drawn by Scientific 

Play . 344-355 

Solutions of . 356, 357 

Game, the, How to Play. 316-320 

Games between Prof. Anderson and 
James Wylie, Esq., for the Cham¬ 
pionship of Scotland. 339-343 

Games, Examples of. 323-338 

Hufting. 316,317 

Laws of the Game. 321-323 

Martin’s Critical Positions_ 358-360 

Men, Original Position of. 315 

Move, to know whether you have 

the. 318, 319 

Buies, General. 319, 320 

Sturges, Examples of Games by 323-33S 
Wylie, James, Esq., Match Games 

of. 339-343 

Draughts, Polish. 361-369 

Draw Games. 364 

Games, Specimens of. 365-369 

King, Movement of. 363,364 

Laws.362 

Losing Game,.369 

Method of Playing. 361-365 

Draw Game of Dominoes . 895 


PAGE 

Draw Poker.174-131 

Dumby, Double. 56 

Dumby, or Three-Handed Whist .. 56 

Dumby, or Two-Handed Whist. 56 

Ecarte,. 112-123 

Dealing. 115,116 

Discarding. 117,118 

Game, Principles of the. 113,114 

Hands that win or lose the Point 

just as they are played. 119-1-2 

High Game, the. 1J 8,119 

Laws of the Game. 115-1 IS 

Odds, Calculation of.. 122,123 

Technical Terms. 114,115 

E. 0. 465. 4C6 

Method of Playing. 465,466 

Table, Description of. 465, i >6 

Euchre. 57-85 

Assisting. 69 

Bridge, the. . 72 

Cards, Value of. 64 

Deal, the. 65 

Discarding. 73 

Lap, Slap, Jambone and Jambo¬ 
ree. 83 86 

Lead, the. 72, 73 

Lone-Hand, the. 70, 71 

Buies. 57-64 

Technical Terms. 57-64 

Trump,Making the . 69 

Trump, Passing and Ordering up 

the.. 63 

Trump, Taking up the. 67,63 

Euchre, Set Back. 81, 82 

Euchre, Two-Handed. 80 

Euchre, Three-Handed..81,82 

Faro. 202-212 

Cards, Dealing the. 203,204 

Chances of the Game. 209-212 

Cue-box, Keeping the Game by a-205 

Game, Keeping the. 204-206 

-, the, How to Play. 202-206 

Last Turn, Calling the. 212 

Laws of the Game. 208,209 

Lay-out, the. 202, 203 

Odds against winning any Number 

of Events successively. 212 

Technical Terms. . 206-208 

Faro Banks. 202-212 

Banker, Table showing Advantages 

of the.. .... 211 

i 























































































516 


INDEX 


PAGE 

Eifteen-Bali Fool. 426,427 

Five and Ten, or Spoilt Five.. 222-224 

Cards, Bank and Order of. 222, 223 

Game, the . 222 

Mode of Playing.. 223, 224 

Five-Card Cribbage ... 86-100 

Crib, Maxims for Laying out the 96, 97 

Game, the Description of. 86-89 

High Game, how to Play. 98-100 

Five-Card Loo (see Pam-Loo). ♦ . 155-169 

Five, Spoilt. 222-224 

Forty-Five. 224-226 

Cards, Rank and Order of the.225 

Method of Playing. 226 

Four-Ball Game of Billiards.. 420-426 
French Game of Bagatelle.... 436,437 

French Game of Billiards. 431-434 

French Roulette. 460-463 

French Fours...486 

French Whist.467 

French Loo.476 

Full Loo. 153,154 

Heads and Tails. 492,493 

Help Your Neighbor.487 

Jambone.83, 84 

Jamboree... 85 

Keno. 238 

La Bagatelle. 436 

Lansquenet, Method of Playing. 201 

Lap, Slam, Jambone and Jamboree. 82-85 
Laws of Games: 

All-Fours. 144 

Backgammon.381-386 

B6zique. 13S-142 

Billiards: 

American Four-Ball Game 420-426 

Fifteen-Ball Pool. 426, 427 

French Game. 431-434 

Game of Pin-Pool. 428-431 

Tb re* Bail Carom Game... 431-434 

Boston . 1S9-191 

Brag. 172 

Catch the Ten. 221, 222 

Chess. 257-260 

Cribbage. 93,94 

Draughts. 321-323 

Ecart6. 115-118 

Euchre .57-64 


PAGE 

Laws of Games ( continued ). 


Faro. 208, 209 

Loo: 

Division Loo. 154, 155 

Pam-Loo. 158-160 

Three-Card Loo. 154. 155 

Keno. 238 

Piquet.131-133 

Poker, Straight and Draw.178-181 

Quadrille. 467-469 

Reversis. 193,194 

Yingt un. 214, 215 

Whist. 16-21 

Loo. 155-169 

Division Loo. 152-155 

Five-Card Loo. 155-169 

Full Loo. 153, 154 

Limited Division Loo.152,153 

Pam-Loo (see Pam-Loo) . 155-169 

Technical Terms. 155, 156 

Three-Card Loo. 151-156 

Loo, French. ... 476 

Long Whist. 8-10 

Loto or Keno. 236-238 

Rules. 236-238 

Lottery. 234 

Lottery, How many Tickets necessary 

to secure a Prize in a. 493, 494 

Matrimony. 230 

Mississippi. 437 

Monte. 466 

Cards used in.466 

Game, Description of. 466 

Muggins.,. 395,396 

Obsolete Card Games. 491-496 

Bone Ace. 485 

Gleek. 484 

Lanterloo. 485 

Maw.4S4 

Noddy. 484,485 

Post-and-Pair. 485 

Primero, Prime, or Primavista, 4S2, 483 

Saunt... 485 

Trump. 483,484 

Old Sledge (see All-Fours) .140 

Pam-Loo. 155-169 

Adversaries 1 Hands, of Knowing 

the State of.. 166,167 

Calculations...160,161 





















































































INDEX 


517 


PAGE 

Pam-Loo ( continued ). 

Cards, Directions for Playing.. 167-169 
Discarding the Dealer’s Sixth Card. 165 


Flushes and Blazes. 161 

Game, Description of. 156-158 

Laws of the Game. 158-160 

Standing and Calling. 162-165 

Standing your Hand . 161,162 

Technical Terms . 155,156 

Peanukle (see Bezique ). 137 

Pin-Pool.. 428-431 

Piquet. 123-137 

Calculations, Useful. 134-136 

Cases, Curious and Instructive. 136,137 

Laws of the Game. 131-133 

Method of Playing.124-131 

Pitch, Commercial. 150, 151 

Pitch, or Blind All-Fours. 150 

Poker, or Bluff. 172-134 

Cards, Value of. 177,178 

Draw Poker . 172-134 

Game, Description of. 173-175 

Laws of the Game. 178-183 

Stud Poker. 182 

Technical Terms. 175-177 

Whiskey Poker. 182 

Polish Draughts. 361-369 

Drawn Games. 364 

Games, Examples of. 365-369 

King, Movement of. 363, 364 

Losing Game.369 

Method of Playing. 361-365 

Laws of the Game. 362 

Pope Joan. 231,232 

Props.490 

Put.227-229 

Four-Handed Put.228 

Laws of the Game. 228,229 

Quadrille.471-485 

Calculations for those who have 

made Progress in the Game.4S0 

Cards, Bank and Order of.. 461, 462 

Games in Black, calling a King. 472-474 

- in Bed, calling a King.. 471,472 

Hoyle’s Directions for Playing. 470 

Laws of the Game. 467-469 

Maxiins for Learners. 469, 470 

Method of Playing.461,469,470 

Rewards at Preference. 4 4, 4 5 

Terms used in. 466, 467 

Variations of the Game......474 


PAGE 

Quince, Directions for Playing.... 484, 4S5 
Baffle, Buying or Selling Chances in. 503 


Cases of Curiosity. 503 

Odds on, with Nine Dice, etc.502 

Reversis (as played with two 

Quinolas). 193-200 

Espagnolette... 194,195 

Four Aces. 194,195 

Laws of the Game. 196,197 

Method of Playing. 191,192 

Playing, Hints on. 197-201 

Party, The. 193 

Payments. 195 

Quinolas, The. 192,193 

Reversis. 193,194 

Rouge f,t Noir. 440-450 

Cards, Value of.441 

Chances, Calculation of. 441 

How to Play the Game. 440,441 

Odds, Calculations of.. 446-449 

Refaits, Calculations concern¬ 
ing..441 

Rounce, Cards. 488,439 

Bounce, Dominoes. 397 

Roulette, American. 464,465 

Directions for Playing. 455 

Table for.454 

Roulette, French.. 460-463 

Chances, Calculation of. 453 

Method of Playing. 452 

Table for. 450,451 

Rules of Games (see Laws of Games). 

Draughts. 819,320 

Russian Backgammon. 392 

Russian Bagatelle.438, 439 

Board for. 43S 

Rules. 439 

Sans Egal. 437 

Set-Back Euchre. 81,82 

Directions for Playing.. 81,82 

Seven-Up (see All Fours) . 146 

Short Wiiist. 10 

Betting on. 51.52 

Deschapelles on.• 56 

Laws of. 54, 55 

Method of Playing. ... 55,56 

Sift Sjioke.235 

Six-Card Cribbage. 101-104 

Game, Description of.101-104 

Laws. 93,94 





























































































£18 


INDEX, 


PAG3 

Six-Card Cribbage (continued). 

Technical Terms. 89-93 

Sixty-Six. 468-470 

Slam, Laps, &o. 82-85 

Snip Snap-Snorem. 235 

Spots, Game of.467 

Speculation. 229 

Spoilt Five. 222-224 

Stud Poker. 182 

Sweat, or Ciiucker Luck. 490,491 

Tiiirty-One. 485 

Three-Ball Carom Game. 481-434 

Three Card, or Division Loo— 152-155 

Laws of. 154.155 

Thirteen and the Odd./ 491 

Three-Handed Bezique.145 

--- Cribbage.104,105 

-Wiiist. 56 

Tiirek-IIanded Euchre. SO, SI 

Trente kt Quarante (see Rouge et 

Rfoir) . 440-450 

Trou Madame. . .437 

Two-Handed Whist. 56 

Vingt-un. 212-215 

Chances of the Game. 215 

Method of Playing. 212-214 

Rules. 214, 215 

Whist. 7-56 

Adversaries, Games to Deceive and 

Distress. 41, 42 

Adversaries’ Great Suit, Command 

of, not to be parted with.47, 48 

Amateurs, Hints and Cautions for. 22 

Betting, Calculations for.49-52 

Bob Short’s Rules. 15, 16 

By-Laws. 21, 22 

Carleton, Mr., on a Revoke. 20 

-, on Indications Be¬ 
tween Partners. 37 

Carleton, Mr., on Trumps. 55, 56 

Counters, How to Score with. 11 

Crawley, Captain, on Whist....... 7 

Double Dumby. 56 

Dumby. 56 

Finesse, Definition of. 24 

French Whist. 457,453 

Games, Examples of. 39-43 

Games, Particular, Method of Play¬ 
ing. 39-41 


PACT? 

Whist ( continued ). 

Honor, How to Play when you 

Turn Up an. 33 

Honors. 9, 10, 20, 21 

Hoyle, Examples of Games from. 39-49 

Hoyle, on Strength in Trumps. 36 

-on “the Finish”.35, 36 

Hoyle’s Grammar of Whist.38, 39 

-Maxims. 24-27 

Indications and Inferences. 87 

Laws of the Game. 16-21 

Lead, the. 27-8o 

Long Whist. -• 8-10 

-, Betting on. 49-51 

Odd Trick, How to Play for the.... 83 

Odds on the Game with the Deal. 50-52 
Particular Games, How to Play.. 39-49 
Partner, Demonstrating your Game 

to your.... .41,42 

Partner, Forcing your. 36, 37 

Partner’s Lead, Returning. 33, 34 

Partners, Allowable Indications Be¬ 
tween... 21, 37 

Playing, Directions for, when an 
Ace, King, or Queen is Turned 

Up on your Eight Hand.45, 46 

Playing, Directions for, when the 
Ten or Nine is Turned Up on 

your Right Hand.46,47 

Putting Up at Second Hand King, 
Queen, Knave, or Ten of any 

Suit. 44, 45 

Rules, Bob Short’s. 15,16 

-for Playing Scientifically. 24-27 

Score, How to Denote the. 11 

Short Whist. 10 

Betting on.51, 52 

Deschapelles on. 56 

Laws of. 54, 55 

Method of Playing.55, 56 

Technical Terms. 11-14 

Tenace, Definition of..23,24 

Three-Handed Whist. 56 

Trick, Risk of Losing One to Gain 

Three... 42, 48 

Trump Turned Up, to be Remem¬ 
bered. 48 

Trumps, Five. 48, 49 

-, Strength in. 36 

-, Two. 48 

Two-Handed Whist. 56 

Whiskey Poker. 184 


3lt77-3 

























































































































































































































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